University of Twente Student Theses

Login

Programme: Creative Technology BSc (50447)

Up a level
Export as [feed] Atom [feed] RSS 1.0 [feed] RSS 2.0
Group by: Year | Item Type
Jump to: Essay
Number of items: 550.

Essay

Aakster, A. van den (2022) Creating a data visualization to increase awareness surrounding the carbon emissions of digital consumption.

Aakster, Y.M.I (2017) Designing an interactive intervention to unconsciously steer residents of a dementia care facility away from the exit.

Aalders, M.W.C. (2020) Accessible sleep support.

Achterberg, W.D. (2021) Project: Symbiosis (the development of an interactive swarm installation for Lumus Instruments).

Agen, Wouter van (2021) Concept development for Line isolation cutter.

Agricola, Jordi (2019) Designing an Escape Room for a broad range of age and skill levels.

Ahovi, R.E. (2018) Come play with me! : Attracting passers-by to interactive floors in semi-public space.

Akkerman, H.J. (2021) Using credibility to stop the spread of fake news.

Amptmeijer, R. S. (2018) The influence of a storytelling robot on recall of a storytelling activity.

Andrade Ramires, Felipe de (2023) VR Exhibitions: Enhancing the Feeling of Immersion through Interactive Virtual Reality in Art.

Andreev, L. (2016) Sociometric badges in a high-stakes setting : living proof a sociometric feedback visualization.

Anoniem, A. (2020) Item availability restricted.

Anoniem, A. (2023) Item availability restricted.

Antvelink, S.E. (2019) The design of an online campaign to create a ‘Raintower’ community : "what's in it for us?".

Artar, U. (2021) Towards value sensitive dynamic e-consent in eHealth solutions.

Arum, S.R. van (2020) Supporting healthy eating in children through the Sensory Interactive Table.

Aström, F.K. (2019) JOY x UT. : Designing an e-Health web-platform to promote joyful physical activity amongst university employees.

Autar, A. (2023) The Diameter Project : Towards an understandable diabetes app for people with low health literacy.

Baarslag, Sjoerd (2018) Sculpture Showing "Life Purpose" Quotes : A Kinetic Sculpture Developed For Menperium.

Bako, Adam (2018) Presenting temperature measurements of public spaces in Enschede.

Baltussen, Sofia Anna Lucia (2023) Food Swap.

Barakauskas, Paulius (2019) Designing a marketing campaign for a breathing wearable.

Bardsen, K.T (2020) From Quantified Self to Qualified Self: Creating a Happier User.

Barneveld, Noa Joan (2022) Designing communication and diabetes type 2 coaching content for people with low health literacy.

Barneveld, Shifra Abrahanna (2020) Designing the environment for a healthy lifestyle: reflection or change?

Barten, E.D.F. (2023) Improving waste separation motivation on the campus of the University of Twente.

Baselmans, J.A. (2023) Smart hockey stick (to improve engagement and fun for para hockey players).

Battistella, L. (2018) Relaxation with immersive biofeedback in VR.

Bayuaji, Rayhan Aryoseno (2021) Designing Compassionate Technology for Mental Health.

Beening, R.F.L. (2019) Gamification as a motivational tool in a diabetes lifestyle coaching application.

Beke, Chris ter (2017) Interaction development for personal daily support : design of conversational agent for activity tracking.

Bel Lang, D. (2018) Augmented reality phobia treatment including biofeedback.

Berends, T. (2020) Augmented Reality application to raise public awareness of the “Groene Linie” rainwater management project.

Berg, J.L. van den (2020) An interactive visualization explaining probabilistic fault tree computations.

Berg, M. van den (2017) Visualization of the FOCUS Field Hospital Deployment.

Berg, S.H.M.P. van den (2020) Co-designing a self-compassion application for newly diagnosed cancer patients with a focus on sustained use.

Bergsma, Sascha (2020) Multimodal virtual rowing coach.

Bergsma, Thérèse (2017) Creating a graphical user interface concept for geo-based 3D planning software.

Berkenbos, R.J. (2021) How to explain Modsy: Development of an engaging and easy to understand introductory tutorial.

Berlo, B.R.D. van (2017) A participatory sensing system for road quality data acquisition.

Bertana, Alessia (2022) Designing an informative visual tool to explain the application of Vehicle to Grid (V2G) in business parks.

Beunk, L.D.R. (2019) Tangible Tools and Techniques: Co-designing with Locked-In Syndrome.

Beurden, Jenneke van (2020) Technology Supported Music Education: using colored lights in instruments to provide feedback to beginning generalist teachers.

Bianchi, T.J. (2022) Designing a smart nest box for automated biodiversity monitoring.

Bierma, Hessel (2018) Design of data acquisition solution for prognostics & health management in LED screens.

Biggelaar, A. van den (2020) The process of designing a Rehabilitation Agent.

Bistolfi, I.M.F. (2020) Virtual reality tool for teachers.

Blaas, R.M. (2019) Recipe and Meal management mobile application for Willieanne.nl.

Blanksma, J.I. (2021) Real-time posture improvement for squats : designing a wearable that improves posture during a squat by providing haptic feedback.

Blauw, A.W (2020) Emulation of electroactive polymers.

Blokhorst, S.H.M. (2019) Graphical User Interface for Fault Tree Analysis.

Blom, A.A. (2023) Virtual Reality Rowing with Sonification - An Exploration of the Effects of Sonification in a Virtual Reality Environment.

Bode, M. S. P. (2017) How to Design an Interactive Installation for Concordia.

Bodelon Ruibal, Xian (2021) Redesigning Sport Data Valley's conceptual framework and user interface to improve UX.

Boelders, F.B. (2018) Developing a Ready2Help Application.

Boer, S.L. (2017) Robot vacuum cleaner with personality traits.

Boersen, N. (2019) Digital billboard damage detection using computer vision.

Boersma, C.H. (2017) Improving the product search process through interface redesign.

Boersma, E.M. (2018) Designing a user interface for the hygienic self-service device SAMPOORNA.

Bollen, Wouter (2023) Bloomi: Motivating Older Adults to be Physically Active by Physicalization of Physical Activity Data.

Boom, F.R. van den (2023) Software for DIY at Home Lab for Telemanipulation Control.

Borgman, J. (2020) Design of a personalized e-coaching module on physical activity and nutrition for people with chronic diseases and low health literacy.

Bormans, S.R. (2021) How high is the stress Level?

Born, H. van den (2024) Creating an educational escape room piece about individual climate positive changes in day-to-day life.

Bos, L.C. (2017) Safe cycling for elderly "see".

Bos, N.D (2021) Improving the Chess Elo System With Process Mining.

Bosch, H. (2018) Preventing hypothermia among Sheltersuit users.

Bosch, K.T.D. (2020) Item availability restricted.

Bosma, H.R. (2020) Increasing nutrient awareness with the Smart Kitchen Scale.

Bosman, D.G.J. (2022) Design of a leaf holder for real-time microscopy in the context of precision farming.

Bosman, F. (2023) Hardware for DIY at home lab for telemanipulation control.

Bosschaart, Z.M. (2018) Designing music lessons for the 21st century : make learning a musical instrument more fun, playful, and modern.

Bosschart, J.S.P. (2023) Synthetic Faces For Robots.

Boswinkel, C.M.J. (2018) Developing an educational lesson about robotics for children in special needs education.

Bouman, S.M. (2021) Personal Visualization in a Citizen Science Portal.

Bourbon de Parme, Carlos de (2022) Detecting Stomata with Computer Vision for Plant Breeding.

Boutros, Kirolos (2021) Creating a safe space for women in an in-app online community to increase engagement of a mobile health application.

Bovenkamp, Jasper van de (2021) Dinner Time! : How to support children with autism spectrum disorder and their parents in better eating habits?

Braam, Mats van (2023) Developing a design tool for The Robot Facebook.

Brand, Jannis (2019) Development of a Passenger Flow Visualization Tool for Cruise Line Ships.

Brink, G.C. van den (2019) Training deep learning models to count based on synthetic data.

Broekman, R. (2022) End user interface for a sepsis diagnostic instrument.

Brok, F.J. den (2024) Abstract vs. Literal Sound Design for VR.

Brouwer, E.E.B. (2023) Development of a Location-Based Game to help new students discover the UT Campus and Enschede.

Brouwer, Ruben (2018) A user self-reported emotion feedback system.

Brugman, S.R.D. (2022) The development of a real-time monitoring system for fatigue detection on truckers.

Bruxvoort, Xadya van (2018) The impact of #MeToo; a data visualization.

Buchberger, C. (2020) Data visualization of the current state of electric mobility infrastructure.

Bui, Michael (2019) Empathic Techniques for Co-Design with Spinal Muscular Atrophy Type II.

Buntsma, Veerle (2023) Using an interactive diner table to influence eating rate in a social setting.

Burghardt, Carmen (2017) How to design fashion applications.

Burgt, A.P. van der (2020) Designing a Low-Cost Autonomous Pyranometer.

Cervone, B. (2020) Designing interactive data visualisations for RTL Nederland’s online news platforms : increasing visibility of the “volg” functionality and user engagement.

Charizanis, Alexandros (2019) Climate Adaptation S mart Rainwater Buffering Campaign.

Chen, K. (2021) CARO : the online platform for social robot applications.

Chen, Y. (2022) GameEvolver: A tool to potentially automatically improve board games.

Chen, Zhiyuan (2020) Automatic detection of photographing or filming.

Chowdhary, A. (2020) Email-based Intelligent Virtual Assistant for scheduling (EIVA).

Chávez Sáenz, L. (2022) Creating interactive custom controller installations to improve a museum exhibition.

Claes, S.H.J. (2022) Improving waste separation at the UT campus.

Clemens Villa, P. (2020) Supporting healthy eating through technology (supporting those with eating disorders in times of crisis, such as the COVID-19 pandemic).

Collin, N.S.L. (2023) Facilitating Student Socialisation at the University of Twente: A Location-Based Gaming Approach.

Constantinou, C. (2022) BLOCK // SYSTEM : A solution for immersive, interactive EDM live performances that are controlled remotely.

Cordes, Matthias (2018) Adding voice interaction to a wearable.

Couwenbergh, W. (2020) Real-time assistance for people endangered by forest fires : Mobile application.

Dalen, N.G.A. van (2020) Development and analysis of beat and tone detection for boomwhackers.

Das, B. (2018) Using mobile sensing to detect indicators of alcohol intoxication.

Daskalov, V.D. (2022) Bio marker-based COVID severity prediction and data quality exploration.

Defize, D. R. (2018) Climate Active City Enschede.

Dekker, Dick (2022) Developing a graphical user interface for a universal drone docking system to aid inspection use-cases.

Denman, Quinton (2018) Generating awareness of ubiquitous monitoring within the Netherlands, referencing the Chinese Social Credit Score.

Deuvletian, Alan (2019) Design Your Life: A technology evaluation platform for, and with, autistic adults.

Dharmaputra, B.A. (2024) Multimodal Data Physicalization for Climate Change Communication : Exploration of Haptic and Auditory Modalities.

Di Giorgio, Z. (2020) Breath as key to life : development of Breathline’s corporate visual identity & communication strategy.

Diatmiko, G.P.K. (2020) Just-in-time intervention : Increasing young adults' fruit intake in an engaging way.

Dietvorst, Cornelis P. (2019) Programming data visualisations using Microsoft Power BI : building a scrap dashboard for BT2.

Dijk, J. F. van (2017) Three dimensional capacitive sensing for wearable technology : a development example for creative technology.

Dijk, Nathan van (2023) Advanced wildlife camera trapping using embedded AI machine vision.

Dijk, Willem van (2023) Interactive installation for an Educational Ethics Lab.

Dijkman, S. (2023) Menstrual cycle support technology.

Dijkstra, F.B. (2017) UCAVs Against Air Threats : Pre-feasibility Study for a Semi-Direct Control System.

Dijkstra, R.W. (2018) How to design a wearable for coaching in rowing.

Dikken, N. (2018) Digital Sports Training Exercises for Volleyball.

Diks, Vincent (2022) Detecting and interfacing urban litter using computer vision.

Dillimono, D.D. (2017) Nonverbal empathetic communication in coaching wearables.

Dokter, M.H. (2017) KPN SmartLife Vitaal : Facilitating Independent Living for People with Dementia.

Doorn, C.H.M. van (2021) Guidelines for climate change visualisation communication.

Dorth, Michelle van (2023) Development of an HRV Biofeedback Tool for signalling Anxiety Levels to Female Competitive Track and Field Athletes.

Dortmann, M.L. (2018) Developing a user interface for smart rainwater buffer systems.

Driel, B. van (2021) Cognitive load design implications for the Modsy controller.

Drijfhout, S.H. (2020) Improving eSports performance : conducting stress measurements during Fifa gameplay.

Drion, W.R.B. (2018) Online support system of personalized learning strategies : an application to promote self-regulated learning.

Droogsma, T. (2020) Detecting airflow leakage in home spirometry : using metaphors for children.

Drăgănuță, C.C. (2022) Physicalizing electromagnetic spectrum for tangible learning.

Dul, A.M. (2021) Feasibility of a virtual reality training supporting pre-service teachers performing music education in primary school.

Dullaert, S.A. (2022) Friction and resistance as modalities for physicalizing data.

Dumnoenchanvanit, Chulakit (2019) Escape Room Hengelo : Balancing Educational Content and Partipant Enjoyment Within Escape Rooms.

Eggengoor, Amber (2020) Smart Sports Exercises: Volleyball.

Eijkemans, Joep (2019) Motion sickness in a Virtual Reality cycling simulation.

Elburg, R.S. van (2023) Designing a gamification for promotion and recruitment.

Elfaramawy, Ibrahim (2017) Designing an accessible workflow for Rapid Prototyping on a homemade 3-axis CNC machine.

Elskamp, D. (2021) Improving the educational system for (future) fingerprint experts with the use of researched study methods and e-learning.

Elskamp, F. (2018) CoDuo: a game for teaching Computational Thinking in Primary Education.

Elsten, J.M. (2020) System for indoor person localization in a healthcare setting.

Elzen, L.C. van den (2019) Improving the motivation of students using an educational escaperoom.

Emmerloot, R.H.M. van (2017) A Body For R3D3: The Robot Receptionist.

Erel, M.C. (2020) Interactive art installation for togetherness.

Essen, G. van (2019) Redesign of a smart wearable measuring activity of elderly patients rehabilitating from a hip fracture.

Eversmann, H.Y.N. (2019) Computation offloading of augmented reality in warehouse order picking.

Feber, N.H. de (2022) From data to wisdom: making HR data meaningful for the running regimen of recreational runners.

Ferdelman, Kai (2021) Using computer vision to aid navigation for people with visual impairements.

Fikkert, F.A.J. (2019) Linking indoor 3-dimensional visualizations with physical architectural floor plans.

Folkertsma, Kevin (2019) RE-Play: An exploration of game induced exercise promotion in clinical use.

Fuentes Bongenaar, M.S. (2022) Towards a taxonomy of quantitative emotion measurement using wearables for inclusive user experience research.

Fuentes Bongenaar, Susanne Marie (2024) Data Physicalization for Communication of Real-time Library Occupancy at the University of Twente : A Participatory Design Approach.

Gaastra, S.L. (2021) Dinner Time! : Using technology for the gamification of mealtimes of children with autism to overcome eating problems.

Gagelas, P. (2018) “Keep Your Eyes on the Road, Kid!” : Exploring the Potential of Virtual Reality Environments to Teach Children to Keep Their Attention While Biking.

Galgenbeld, J. (2019) Smart Rainwater Buffer XXL : Concept for urban spaces.

Galiën, Lot van der (2023) Wearable Robotics & Facial Identity Perceptions.

Galvan Hernández, J.A. (2018) Motivational strategies to improve self-management for rehabilitation of older adults.

Galvez Vargas, S.S. (2018) Sculpture showing "life-purpose" quotes : a kinetic sculpture developed for Menperium.

Gankema, Yvon (2018) Improvement of kitten Scanner.

Geel, J.G.J. van (2019) Improving the flipped classroom perspective for programming in creative technology.

Geelen, M. (2022) Inclusive school band : an adapted musical keyboard.

Geelhoed, M. (2022) Interactive display physicalisation for raising awareness of internationalization amongst students.

Geest, F. van der (2020) Finding a solution against loneliness among the elderly living in a senior housing complex with the help of remote co-design.

Geest, J.S.T. van der (2022) Preparing for wildfires avoidance by analyzing land cover maps.

Georges, MaryCaroline (2020) Extinguishing the Use : implementing Virtual Reality in substance use disorder treatments for patients with a mild intellectual disability or Borderline Intellectual Functioning.

Gerats, B.G.A. (2017) Increasing technician's efficiency in executing proactive maintenance tasks : an augmented reality concept.

Gerdes, Thorben (2023) Enhancing soil health measurements for food forest projects.

Gerner, Marleen van (2023) Net Congestion Explained : Designing a visual tool to explain the solutions to prevent net congestion.

Gerritse, A.J.H. (2018) (Spirit of Create): Exploration of illusory feedback.

Goud, Hanneke (2024) Using graphic design to attract female high school students to the field of creative coding.

Graaf, A.J.M. de (2020) OMNI: Distributed tangibles for balanced gameplay including visually impaired people.

Gravier, Emil (2024) Leveraging Machine Learning and Geo-Analytics in Automatic Valuation Models to advance Real Estate Valuation.

Grinwis, Marin (2023) Promoting vegetable consumption among children through an interactive diner table.

Groen, A.E.A. (2018) Monitoring usage patterns in the Sampoorna project.

Groeneveld, J. (2018) Judgment of fabrics using haptic feedback technology.

Groothaar, L. (2021) The personalized audio tour.

Gruter, C.C.A. (2018) The game design of a serious game about food waste.

Guliker, B.E. (2019) Data storytelling: visualising linked open data of the Dutch Kadaster.

Hage, M.Y.S ten (2019) Campus data : How to help students find a workplace?

Hall, M.R. van der (2022) Designing an online community platform to expand the Logue CL-1 value proposition.

Harms, Irma (2019) Viral Campaign and Video for Hi,hi Guide.

Hartogsveld, Lars (2021) Designing a leaf holder for real-time microscopy.

Hauschild, M.A. (2023) Developing an Interactive Art Exhibition in Social Virtual Reality.

Haverkämper, M. (2023) Developing a Smart Dog Collar for Enhanced Canine Welfare.

Helvoort, L.F.A. van (2023) DumpingMapper : illegal dumping detection from high spatial resolution satellite imagery.

Hendriks, Koen (2020) The improvement of objective milkfoam quality analysis through image processing and computer vision.

Hengeveld, S. (2022) Get moving with the Oura ring : Re-designing the interaction with the Oura ring through co-creation to motivate older adults to increase physical activity.

Hentschel, J. (2023) Point cloud segmentation via active learning in the context of railway infrastructure.

Hidding, S. (2017) iBeacons for Concordia : Exploring the possibilities of iBeacons in a museum context.

Hillebrand, Manouk (2021) How to effectively communicate brain stem cancer to a child patient.

Hodac, L.M. (2021) Make Twents Great Again.

Hoedemakers, Juliette (2018) Effective visualisation of textile for a Digital Showroom.

Hoogenkamp, J.N. (2023) Representing a narrative of the Maroon culture through a virtual reality art exhibition.

Hoorn, Daymen van den (2024) Animated storytelling about the possibilities provided by remote sensing and computer vision.

Hopfenspirger, A.M. (2021) Designing a haptic wearable for people with visual impairment to aid navigation.

Horst, Oliver (2018) Development of a smart healthcare tracking system : for the hip fracture rehabilitation process.

Hristov, S.H. (2023) Wearables & Lifestyle: Wearables & Stress.

Hsiao, K (2018) Intuitive Approach to an Interactive Tutorial for the VirtuScope.

Hua, F. (2018) Training Fine Motor Skills in the Hands with Game Elements.

Huizen, J.C. van (2018) Development of a prototype-centred co-design process with autistic people to support semi-independent living.

Hunt, I.Y.S.E. (2020) Kelvin's thunderstorm.

Huveneers, Maartje (2021) The Development of a Horse Activity Recognition Algorithm.

Huybens, David (2023) Science Fair.

Häsler, Jasper-Sebastian (2022) Designing an Interactive Tool to Track Eating Behaviour in Children Ages 5-6.

IJsselmuiden, M.J.H. van (2018) 3D-model annotation for Computer Aided Design in augmented reality.

Indrawijaya, K.R. (2019) Self-management Rehabilitation Capabilities on Older Adults by Persuasive Technology.

Ingen, D. van (2018) AIRplay : designing a game for children with asthma to support self-management.

Irfan, Tekinerdogan (2022) Online platform for supporting the development of assistive technology tools for disabled people.

Ivanov, Filip R. (2021) Blike: Developing a cycling gamification app for teaching and motivating people to cycle.

Jacobs, S.J.M. (2021) Designing and creating a leaf holder for real-time microscopy and fluorometry for precision farming.

Jager, Joris (2021) Experiencing the impact of food choices through a playful, interactive supermarket environment.

Jansen, Benjamin (2023) Enabling Predictive Maintenance through Efficient Data Warehousing – A Case Study.

Jansen, F.X. (2020) Shining light on software modelling : a creative technology workshop.

Jansen van Rosendaal, J.B. (2017) A context aware dynamic lighting system for the SmartXp.

Jarosinski, W.W. (2019) Using Co-Design to Develop ‘Autshare’, an Online Solution-Sharing Platform for Autistic Individuals.

Jellema, Hylke Jesse (2023) Privacy-Friendly Room Occupancy Measurement System.

Jong, S. de (2020) Arduino toolkit for the control of pneumatically actuated wearables.

Jonkergouw, E. (2021) Haptic Wearables for Social Mediated Touch.

Jung, Wonjun (2023) Training for the Perfect Penalty Kick in Soccer.

Kadijk, N.P. (2021) Make the UT community aware of their toilet flushing behaviour.

Kalcheva, Y.K. (2023) Subpopulation process mining in health.

Kamp, Nathalie (2022) Food for Thought - Using speculative design to facilitate discussion on health and wellbeing of older adults at the height of demographic aging.

Kampen, J. (2020) From quantified self to qualified self : Reducing academic procrastination through the qualified self.

Kampman, T.E. (2018) Nabaztag lives: the rebirth of a bunny : an exploration of the Nabaztag as a social robot in a domestic environment.

Kapoor, R. (2020) Enhancing breathline with posture tracking : Development and design of a posture tracking feedback module.

Kemper, Puck (2020) Engineering a chloroplast movement sensor.

Kemény, Ádám István (2017) Child Loss Prevention: A WiFi based assistant in a predetermined domain.

Kerssens, M. (2020) Creating wildland fire simulations for evacuation routes in Twente, The Netherlands.

Kessel, L.J. van (2017) A desk light to improve working attitude.

Kester, L.M. (2018) Climate measurements in public spaces.

Keurhorst, Maaike (2019) Feedback On Gaze Behaviour In Virtual Reality Bicycle Training For Children with a Developmental Coordination Disorder.

Kho, C.K.M. (2017) Creating a tool to test the effects of visual feedback on rhythm learning in a school environment.

Khomenko, Vladyslav (2018) Dynamic Balance : designing an interface for a personalized e-health solution aimed at individuals with ASD.

Kim, John (2019) Building a Platform to Improve Sedentary Behaviour by Centralising Joy in Physical Activity.

Kip, J.B.W. (2017) Developing a Data Visualization Tool for Minimal Cut Sets.

Kiviniemi, O.L.N. (2023) Fraction farm : tangible learning experiences for learning fractions.

Kleijn, T.F.C.L. de (2019) Improving the Sensors course with a sensor shield.

Klein, N.A. (2024) Sharing Blended Learning Course Ware : Designing an Open Course Ware (OCW) initiative for sharing blended learning course structures and learning materials.

Klooster, L. (2022) VR CyberEducation : improving the human factor in cybersecurity through an educational virtual reality program.

Klooster, N.A. van der (2021) Designing a Job Interview Space in Mibo.

Kochetov, V. (2021) Upper body teleoperation of a humanoid robot (avatar).

Kok, H.M. (2017) Simulating Desired Behavior of Students by Means of a Context-Aware Dynamic-Lighting System in the SmartXp.

Kok, J.D. de (2020) Making a smoother transition for children with diabetes mellitus type 1 using a serious game.

Kok, Marije (2024) ObSURFing women’s surfing communities : encouragement in the women’s surfing community in Scheveningen.

Kok, Richard (2018) Steering user behaviour through enticing elements applied to jump-based playgrounds.

Kole, K.J. (2023) E-Learning Material for Computational Thinking in Secondary Education.

Konijn, J. (2020) Development of low-cost autonomous meteorological measurements system for urban environments.

Koning, S. (2020) Modelling and visualizing emergency egress.

Koning, W. (2021) The Design of a Machine Status Management Tool.

Koole, R. (2022) Real-time assistance of endangered people in forest fires.

Koolwijk, R.J. van (2024) Designing an at-home wound monitoring device to address the needs of patients with diabetic feet and their healthcare providers.

Koomen, S.B. (2020) Esports performance : A dashboard proposal.

Kooy, S.J. (2023) Development of a Rainwater Harvesting System for Organic Gardening Drienerlo (BTD).

Kortenbout, N. (2017) Natural Interaction with Garment.

Kotte, A.W (2022) Motivating The Unmotivated: Older Adults and Physical Activity.

Kreij, S. de (2022) The air we breathe ‘Increasing environmental knowledge in adolescents through physicalized air quality data’.

Krivosik, Adorian (2023) Educating citizen scientists on their roles to prevent citizen science washing with the help of the Reflecto-tool.

Kroezen, Sophie (2024) Motivating Law Students to improve their Dutch Writing Skills.

Krol, Zanur (2021) A new approach to visualizing FMEA data.

Krooneman, J.M. (2018) Designing a fall detection system for elderly.

Kruiff, K.T. de (2018) Poppy as advanced rubber ducky.

Kruijshaar, J.M.R. (2020) Technology supported music education : visual feedback support for pre-service teachers in guiding a music class.

Kruining, Rens (2017) Sound swarm : experience sound in a new way.

Kuiken, J.A. (Jaro) (2020) Modeling associative memory in robots for promoting social behavior.

Kuiken, Wessel (2019) Led-screen Service Prediction Using Remote Monitoring.

Kuipers, Floor (2019) Feed the movement - a food waste reduction app.

Kwakkel, D.J. (2018) Sheltersuit meets technology: sensing the risk of hypothermia.

Lagsir, Mourad (2021) Designing a smart technology to promote joyful weight monitoring among patients after gastric bypass surgery.

Lahuis, E. (2021) Creating a self-reflection walking route to improve student wellbeing.

Lammers, David (2023) More autonomy for Ravi the theatre robot.

Lammers, F.G. (2017) ChildFinder : Finding the Child that walked away playing.

Lammerts van Bueren, Jintana (2024) The influence of a choice on the sense of presence for older adults in digital nature.

Lang, Shanna de (2016) Mobile pain screening with FollowUp : an app to support anaesthesiologist in the pain screening at outpatient clinics.

Lankhorst, L. (2022) Designing a user interface for a wound healing therapeutic prototype.

Latzer, Y.M.E. (2018) Air temperature visualization of public spaces in Enschede.

Lee, Ari (2023) Enhancing the Self-Regulated Learning Process Using a Brain-Computer Interface with Auditory Neurofeedback.

Leeuw, Maxim de (2020) Increasing the feeling of connectedness upon separation due to hospitalization among elderly via remote co-design.

Lempers, Timo (2021) Educating the public about the safety of Contact Tracing Apps.

Lieverse, F. (2023) Lifestyle Counselling of People with Type 2 Diabetes and Low Health Literacy.

Ligtenberg, L.E.J. van (2019) Emotion dashboard for teachers in special needs education.

Linden, Anna van der (2020) Happy Healthy High School.

Loenhout, Rick van (2021) Creating a physicalization that uses Vibration and Temperature to convey SDG data.

Lok, R.M. (2020) Reducing loneliness among elderly with decreased mobility using technology.

Lopez-Cotarelo Flemons, David (2017) Flashlight drawing game with a neural network A.I.

Luiten, Simone (2021) Improving the experience and engagement of museum visitors by means of EEG and interactive screens.

Lukassen, C.M.A. (2020) Developing a set up for monitoring cycling performance of patients with CVA with an electric tricycle.

Lykou, Artemis (2018) Educating children about asthma from a gamified mobile application.

Maas, Birgit (2018) Creative use of Technology in Elementary Education in Music Education.

Margherita, I.N. (2023) Creating a Digital Learning Tool for the Medical Course ‘Weg Met de Dokter - Laat de Natuur Jouw Werk Doen’.

Markova, Betina (2018) Re-play : Interactive Playground Games To Motivate Playing.

Marčetić, N. (2022) Community-based design to help older adults to increase their physical activity.

Mathijssen, O.P. (2021) The playfulness of Modsy.

Maurik, Louis van (2023) Creating a physicalization showcasing the innovative heat network and energy grid of the new business park on Urk.

Maškanceva, Laura (2020) Developing understandable and actionable sleep data visualizations.

Meekes, M L (2017) Serious Game for Stroke Rehabilitation on the HTC Vive.

Meer, J. van der (2021) Designing an interactive travel check to increase sustainable travel.

Meggelen, D.A. van (2021) Developing a tool to monitor stress levels in infants : an explorative research.

Meijer, S.D. (2018) The implementation of collision avoiding haptic feedback in the pedal-based control of a robotic platform.

Mensing, Max (2017) Item availability restricted.

Metten, S.T.H. (2020) Designing an energy data representation to raise awareness within the UT community.

Meurs, F.F.M van (2019) Optimizing the flow in an educative escape room about the Cold War.

Michshenko, Yekaterina (2024) Monitoring of Lymphedema in the Arm after Cancer in the Home Environment.

Migaj, Leon (2023) The development of a low-cost spectroscopy based turbidity measurement system.

Moghaddar, A.A. (2022) Enhancement of Formula One Driver Performance by Group Driven Process Learning.

Mol, G. (2023) Developing a platform for the KUKA iDo social robot.

Molenaar, R.S.J. (2021) Using curriculum learning to improve the performance of deep learning models used for classification purposes.

Mondria, Matthijs (2020) How does a WADI work?

Morsink, T.O. (2017) Sculpture to show life purpose quotes.

Moucachen, J. (2017) Developing a News Aggregation and Validation System.

Mul, Marissa (2021) Enhancing museum experience through augmented reality interaction.

Mulder, R. (2021) Designing a game to gather data on the self-reliance of civilians.

Mulder, S.H. (2021) Keeping volleyball players on their toes: a haptic feedback design.

Muller, E. A. (2021) Autism & Dinner Time : Improving the eating behaviour of children with Autism Spectrum Disorder through play.

Mundkur, Arnav (2018) Classification of Respiratory Data: Classifying and analyzing respiratory data to present as feedback towards cultivating habitual diaphragmatic breathing.

Nagel, Emiel (2023) Spatial audio augmented reality for positioning and navigation with Airpods.

Nap, T. E. (2023) Interactive installation for an educational ethics lab.

Naumilkat, Florian (2018) User interface design for breathing wearable.

Nedev, G.E. (2023) Escape rooms as a means to familiarize older adults with digital skills.

Neut, Laura van der (2018) An improved reminder system to stimulate medication adherence of elderly at home as well as outdoors with the use of the Medido medicine dispenser.

Nguyen, Anh Tuan (2020) Interactive Fault Trees.

Nielen, Hans (2023) Educating the UT community on waste separation through a physical installation.

Nieuwenburg, E.C.E.M. (2017) Project Buddiez : designing for long-distance-friendships between children.

Nijhuis, Mirel (2019) Creating a Google Home System Agent to reduce loneliness among older adults.

Nijhuis, T.A. (2022) How to design an account-based marketing campaign for TwenPack?

Nijland, R.G. (2020) Using in-game data to give insights in the performance of eSporters.

Nijpels, S.T. (2020) Implementing feedback systems and content creation tools in an educational game.

Noordenbos, M. R. (2019) Designing an online campaign to activate inhabitants of Enschede, to adopt the raintower solution.

Noordenne, M. van (2019) Co-designing an online platform for ASD: about co-designing with adolescents on the autism spectrum and what such a platform would look like.

Notenboom, T. (2017) Using Technology to Recognise Emotions in Autistic People.

Odding, A.V. (2018) Creating an Interactive Art Installation for the SmartXP.

Ok, Sun (2018) Smart Moments.

Omtzigt, C.E.S. (2022) Developing a modular gaming handheld for gamers with muscular dystrophy.

Onderwater, T.C. (2018) Developing a sensor network for real time temperature monitoring in Enschede.

Ongarbayev, Bauyrzhan (2024) Using ICT tools and AI for the social and financial integration of migrants into local societies.

Ooijen, M.P.A. van (2023) Designing a Toolkit Based on Playful Learning Aspects to be Used in a Puzzle Route.

Opitz, F.T. (2017) Wearable technology : exploration from the technical side.

Oppewal, Eline (2017) The influence of facial expressions of a virtual coach in a virtual reality skiing application.

Otisitswe, L.C. (2020) Changing the Environment for Sustainable Living: Reflect or Change?

Ottenschot, Hannah (2021) Software design within Creative Technology.

Ouderkerken, R.F. (2020) Improving cycling experiences on bicycle highways in Zeeland.

Ouw, Yorrick van der (2019) Making Makers : How STEM kits can help in taking the first steps.

Ovost, L.R.J. van (2020) Developing a tool to sustain desired plastic waste separation behavior in Dutch hospitals.

Oğuz, Melike (2021) Experiencing the impact of food choices through a playful, interactive supermarket environment.

Pastoor, G.H. (2020) Improving the visualization of the Career Compass tool.

Paulissen, J.W.H. (2018) Using depth sensing and augmented reality to improve ski-learning.

Pavlov, Nikolay (2022) Data Visualizations and Modeling of Environmental Risks in Green Areas.

Pawirotaroeno, Rezfan (2020) Development of a Social Robot Toolkit for Co-Design and Prototyping.

Peeters, D.W.M. (2022) Physicalization of dynamic, physiological data.

Peeters, P.T.M. (2019) Development Of A Web Based Smart Rainwater Buffer Dashboard.

Peetsma, J.J. (2019) Towards A Serious Game For Assessing Self-Reliance In A Crisis.

Petersen, Timo (2020) Council of Coaches in Virtual Reality.

Petrona, R.E.E. (2018) Improvement of Motorcyclists' Safety: Designing a Motorcycle Observation Assist.

Philippou, Alexis (2022) Data visualisation of environmental risks in real estate properties.

Pijnappel, M.C. (2020) Low-cost Autonomous Temperature Measurements System.

Pintilie, Alexandra (2023) Data collection and user engagement in eHealth applications focused on canine health.

Pinxteren, V.A. van (2018) A supporting instrument for reflection based activities in higher education : achieving more potential through reflection.

Pits, R. (2021) Visualizing electricity consumption at a country scale.

Planting, J (2018) Developing a data repository for the Climate Adaptive City Enschede.

Podorozhnyy, Gleb (2020) Data visualization of the current state of electric mobility market.

Pompe, B.L. (2020) Robot applications for elderly care.

Poot, Martijn (2020) Real time posture tracking using Breathline : posture , body position and movement classification using an Arduino, accelerometer and k-Nearest Neighbour classification.

Postmes, J.M. (2019) Visualizing the Physiological Synchronization of Musicians.

Presser, Lisemijn (2023) Using virtual reality to enhance social museum visits.

Primera, R.C.M. (2017) DataVis Helper: A Tool for Exploring The Design Space of Data Visualization.

Provoost, Jesper C. (2019) Short-term prediction and visualization of parking area states in real-time : a machine learning approach.

Pühl, Julia (2018) Developing a life-storybook-application for people with dementia.

Raditya, Mahandra (2019) How to reduce the sedentary lifestyle of UT students through empathy and technology?

Ramshorst, A.E. van (2017) Map of Humanity.

Rebel, Thomas (2021) Influence performance of breathing exercises with game elements.

Reekers, D.C. (2021) Mecamind XR.

Rempe, Konrad Magnus (2022) Briefly Motivating: Motivate and retain older participants in a research study using a newsletter.

Rendering, C. (2020) Research and conceptual design of a new user-driven fall detection concept for older adults.

Rhee, Younghun (2022) Improving waste separation quality at the UT Campus.

Rhijn, Gijs van (2019) Why your back hurts : Finding an efficient way to measure and evaluate sitting posture using a combination of body sensors placed on the body and machine learning.

Rieffe, Dennis (2017) The traceability of medical equipment through hospitals and retirement homes.

Riepen, M.M.J. (2022) Development of a Tiny House Rainwater Catchment System (RCS).

Riet, Alex te (2023) How to use a wearable like a smartwatch as a tool to help guide students into better mental well-being.

Rindt, F.S. (2017) Developing a Smart Rainwater Buffering System for the Citizens of Enschede.

Ritmeester, J.C. (2020) ReFERee : a self-reflection tool For gamers.

Roelofsen, D.F. (2023) Wearables and lifestyle.

Roest, J.J. van (2020) Presenting automated test results for web development : A dashboard for reports from automated tests.

Rooij, T. de (2022) Design and prototyping of a piano visualizer that augments digital music lessons with visual feedback.

Roozen, L.J.H. (2017) "You wouldn't download a T-shirt" : 3D printing of everyday clothing at home.

Roozendaal, S.P. van (2022) It is time to become active.

Rous, E. (2021) Shopfloor Organization and management system : developing a software system for a matrix-production system.

Rublein, N. (2019) Design of haptic feedback in pedal based UGV teleoperation to enhance situation awareness.

Ruempol, F.G.A. (2023) The Physics behind VR rowing on a dynamic ergometer.

Ruiter, A.R. de (2022) Developing and demonstrating the sport-specific potential of SixFeet.

Rutgers, Nils (2022) Point cloud based semantic segmentation for catenary systems using deep learning : Compressibility of a PointNet++ network.

Rutten, T.J.L. (2024) Designing a low-cost monitoring system for lymphedema: Empowering life after cancer.

SHAMETAJ, P. (2017) Increasing the immersive experience in the Leo Universal Cockpit.

Salce, Yasmin (2018) Listen to your body signals in immersive virtual reality : a virtual reality relaxation environment in combination with biofeedback for the use of therapy and rehabilitation for patients with chronic back pain.

Sallander, J.G.D. (2023) DumpingMapper : Illegal dumping detection from high spatial resolution satellite imagery.

Samy, Omar (2023) Tracing Data Utility for Noise Adding Plugins in Process Mining.

Sanderink, C. (2018) History class in virtual reality for elementary education.

Sandhaus, Hauke Gregor Wilhelm (2015) Development of a 3D navigable interface for a touchless showcase.

Santema, S.E (2016) Insight in Scheduling Choices:A Visualisation Tool for SDF Graphs.

Savchenko, G. (2021) Visualizing land use change : the most frequently occurring correlations between land use change and demographic factors.

Schaafsma, N. (2020) From Quantified Self to Qualified Self, the benefit for DM2 patients.

Schaik, Melissa E. van (2021) Social Mediated Touch in Jogging.

Schaik, Melissa E. van (2021) Social Mediated Touch in Jogging.

Schellekens, M.C.C. (2018) Reducing Meat Consumption Using A Mobile Application.

Schep, Laura (2024) Designing a web interface tailored to older breast cancer patients.

Schmidt, R. D. (2019) Creation of a training and teaching application in AR.

Schockemöhle, Vera (2022) Translating data from wearable sensors in an understandable way to motivate older adults.

Schokker, N.J. (2021) Unlocking Climate Solutions : Identifying Key Performance Indicators for Climate Change Mitigation.

Scholz, C. (2023) Interactive Music Installation: Raising awareness about the lack of diversity at music festivals.

Schoneveld, J. (2020) Augmented reality photo album for people with dementia.

Schreurs, M.N. (2023) Interactive installation for an educational ethics lab.

Siderius, J.C. (2023) Teaching (Tiny)ML using a tangible educational kit.

Sierink, T. G. (2020) Gamification and experience design in the design of art protection systems.

Slagman, Hermannus (2020) Presenting Automatic Analysis Of Uroflowmetry Curves.

Slebos, Stijn (2020) Modeling empathy in social human-robot interaction.

Slot, M.C. (2017) The SocioMetricVis : Giving feedback during a brainstorm.

Slutter, M.W.J. (2017) Creating a feedback system with the Myo Armband, for home training for frail older adults.

Smid, K. (2023) Wearable technology software toolkit : The development of a visual programming environment for Arduino.

Smit, T.T. (2020) Making a breathing wearable wireless.

Smith, J.P. (2021) Virtual Reality for Modular Construction in Industrial Heritage.

Soelen, R.P van (2018) Designing music lessons for the 21st century : make learning a musical instrument more fun, playful and modern.

Sowa, A.M. (2022) Development of a computer vision-based system for recognising fatigue of truck drivers.

Spaargaren, Rochelle (2021) Designing a user-centred feedback system that fosters creativity.

Spink, Suzanne J. (2021) Smart Labelling.

Sprenkels, B. (2020) Social loneliness amongst older adults : creating an overview of local social activities to decrease loneliness.

Stambolieva, D. (2020) Development and integration of digital therapeutic platform complementing Breathline.

Steegh, E.G.A.J. (2021) Sentiment as a ground truth stance indicator against fake news.

Steeghs, G.G.T. (2017) Developing a smart rainwater buffering system for the municipality of Enschede.

Stefanova, M.T. (2023) Improving Waste Separation Motivation at the UT Campus.

Stelzer, Lilly (2023) Influencing modern art experience through atmosphere in a virtual reality museum.

Stolk, E.F. (2019) From Quantified Self to Qualified Self - A data visualisation.

Stork, C.A (2021) Stay in touch : design a haptic wearable for social touch.

Strijker, J.J.S. (2024) Improving Educational Games.

Sudjito, M.A. (2021) OMNI : fun and fair game play between people with and without visual impairment.

Suijdendorp, B. (2022) Item availability restricted.

Sun, Aiwu (2019) Building a virtual world in ROS based on the robot's perception.

Sánchezg Guzmán, L.G. (2017) MyDayLight : How to design a light system for people with Autism Spectrum Disorder that supports them in self-reliance?

Teekens, S. (2022) Tangible and immersive data physicalisation using sound and temperature with climate change data.

Temme, Froukje (2022) Exploring the use of alternative media to facilitate the instruction of motor movement for special athletes – an athletics case study.

Tenger, Q.M. (2019) Lost & Found Orchestra - Sonic Screwdriver.

Teunen, Freek (2017) How to create a joint VR experience for Droomvlucht.

Theuns, J.K.H (2017) Visualising Origin-Destination Data with Virtual Reality: Functional prototypes and a framework for continued VR research at the ITC faculty.

Tiggelen, P.P.J. van (2021) Online communication platform for the Tobias Sybesma Foundation to enable targeted communication.

Tijben, C.W. (2023) Generating Gloomhaven dungeons through evolutionary game design.

Tijdeman, M.C. (2021) Adapting occlusion-based latent representation to work with geospatial data.

Tijssen, S.B. (2021) Designing an interface for a Digital Twin to optimize data transfer and visual cues.

Timmermans, Seine Bert (2017) Determining a 3D position inside a ship during construction and communicating the position to CAD software.

Titiu, Alexandra (2019) Designing a gamified application to promote food waste awareness in household and further educate consumers on their food waste behavior.

Tol, K.M. van (2017) Developing a stimulating environment in a residence facility for dementia patients.

Tolle, T. (2017) Filtering social media data streams.

Torre, Arthur Leendert van der (2024) Herz der Zukunft : Behaviour change through educational escape room puzzle.

Tran, Dat (2017) Design of a conversion rate optimization tool for E-commerce.

Tran, Nguyen Dat (2017) Design of a Conversion Rate Optimization Tool for E-Commerce.

Trautwein, L.P. (2019) Co-Creation for Crowdfunded Startups.

Treub, T.P. (2021) Creating a Virtual Reality Application for Transporting Items.

Tuinman, BSc Philippe (2020) Enthusing Young Secondary Schoolers for Informatics Education.

Tuinstra, Annefie (2021) Virtual Reality Rowing.

Tunc, NM (2019) Smart Rainwater Buffer XXL - Design for Public Spaces.

Tunc, Sefora (2018) Smart Rainwater Buffer DIY Instructions.

Tyminski, V.J. (2023) Improving Waste Seperation on the UT Campus : Educating the UT community about waste separation in a playful manner.

Uhlhorn, L. H. M. (2021) Grow your world : a positive health based application for young adults.

Ukens, Konrad (2018) Gamification of an annotation task.

Vafi, Q.I. (2021) Creating an interactive infographic to communicate awareness for diffuse intrinsic pontine glioma.

Valk, J (2020) Reducing loneliness in hospitalized children aged 5-10 using an online digital game.

Vaneev, Nikita (2018) Building a virtual environment in Unity based on a robot's perception.

Vanwinsen, W. (2021) Evaluating the performance of simulated IMU data for animal activity recognition.

Vasiljeva, Simona (2019) Breath as key to life: Designing an awareness campaign for University Students.

Veen, D.W.A van der (2021) Creating water consumption awareness with a data physicalization.

Veerman, M.L. (2023) Asset Localization using the Bluetooth Fingerprinting technique.

Vegt, K.H.B. van der (2023) Designing a remote lifestyle intervention for older adults using empathic design.

Velde, T. te (2017) Enhanced Music Therapy.

Velt, Eva (2017) The Robot Facebook: The field spotters guide of Robots.

Ven, H.V. van de (2020) At-a-glance feedback during cycling : Improving cycling performance of patients with CVA.

Venhuizen, R.N. (2021) Ritme+ a tangible task alarm.

Verbeeke, N. (2021) Data-driven inventory management.

Verburg, D. (2018) Biodegradable sensor nodes. Zero ecological impact nodes for wireless sensor networks.

Verhoef, Paco (2020) Smart Rainwater Buffer XXL : concept for the UT campus.

Verhoeven, Gijs (2018) The design of a storytelling and learning by teaching activity with a social robot as teachable main character, for primary school language learning.

Verlinden, M.G. (2017) StepFarm: An Active Video Game to Support the Self-Management of Chronic Diseases in Children.

Verloop, Christiaan (2018) Developing a serious game as a tool for collecting data on food waste behavior.

Verschuren, Imke (2023) Using a digital life story book application to enhance communication between people suffering from Alzheimer’s and their caregivers Developing a prototype for a personalised digital life story book.

Verstappen, C.J.G. (2023) The Button Nudger; a possible solution to influence toilet flushing behaviour.

Verzijl, Peter (2017) Using serious games to teach cause effect relationships in asphalt quality.

Vetter, Boaz (2017) Designing a smart rainwater buffer.

Vieth, Z.J. (2022) Point cloud classification and segmentation of catenary systems.

Vinke, D. (2016) Enhancing Video Game Design: Involving Users into the Design of Video Games.

Visser, F.A. (2018) Haptic Feedback in a Posture Correcting Wearable.

Visser, Jesse Wiebe (2022) Automated Detection of Provisioning Events and Prey in Nestbox Video Footage.

Vissers, W.K. (2023) Detecting stomata with computer vision for plant breeding.

Vitanov, Vesselin (2018) The asteroid field of your mind : examine neurofeedback effects in an interactive art installation.

Vliet, T.B. van (2019) Development of a smart wearable : to monitor the physical activity of elderly hip fracture patients during their rehabilitation.

Vogel, Koen (2020) The feasibility of low-cost Virtual Reality motion tracking for rowing technique analysis.

Vogelzang, K.H. (2017) The tennis trainer : development of a Myo armband application.

Voicu, Maria (2022) Making Learning Fun: How to take charge of your own learning experience.

Voorend, R.W.A. (2021) Deep Unsupervised Representation Learning For Animal Activity Recognition.

Voortwis, K.J.W. te (2017) Building a giant drawing machine : the build and improvement process off a multi-colour spray-paint wall plotter for performance on the Maker Festival.

Vos, R.A.C. (2021) The beginning of a robot-actor.

Voskamp, L.G. (2023) Visualising holistic patient profiles for breast cancer patients with cancer-related fatigue.

Voskeuil, A.F. (2020) Everybody has the right to play.

Vriens, Chantal (2019) Finding Educational Value in Escape Room Learning Design - for the Palthehuis History Museum.

Vries, A.J. de (2021) Developing an Educational Tool for Teaching Software Architecture.

Vries, J.K. de (2017) Designing an informative, promotional, interactive artefact for Vopak about the RaM team, the University of Twente, and the PIRATE.

Vrijenhoek, D.A. (2019) Improving the dependability of the temperature build-up sensor system in the city of Enschede.

Vugt, M.M.P. van (2019) The potential of synthetic training data for training deep learning models.

Vugts, L.G.L. (2021) Item availability restricted.

Waal, Monique de (2023) Designing a graphical user interface for gait analysis in dogs.

Waardenburg, F.H. (2021) Mirror therapy in virtual reality by a brain-computer interface for amputees experiencing phantom limb pain.

Walet, O.P.D. (2017) How can radical innovation bring back product competition in a stagnating smartphone industry?

Wang, JInze (2023) The development of an interactive mountain bike simulator to help injured mountain riders reduce the fear of re-injury while cornering.

Wanrooij, T. van (2021) Responsible avatar design.

Waterink, J. (2018) Development of a DIY and consumer ready Smart Rainwater Buffer.

Weerd, B. van de (2022) Using Modern Technology for Combinatorial Boardgame Design and Discovery.

Weert, T. van (2021) An awareness campaign regarding energy consumption for the UT-community.

Weger, K.J. de (2023) A Fault Tree Dedicated Web Interface Design: Portfolio Website Displaying Fault Tree Explanation and Visualisation Projects.

Weldink, J. (2018) Re-Design of a Serious Game for eHealth.

Welling, L.K. (2024) Tangibits : Multimodal communication of climate change data - exploring vibration, sound and temperature.

Werff, R. van der (2020) Implementing virtual reality in the Council of Couches system.

Wernsen, R.A. (2022) Development of a user interface on student exchange.

Westerdijk, W.S.K. (2017) Sound Swarm : experience sound from the inside.

Westerveld, C.E (2018) Development of a Co-Design Methodology that gives Empowerment to People with Various Disabilities.

Westra, Ilse (2021) Feedback in Virtual Reality Rowing.

Westra, Wybe (2018) Virtual Reality Clothing Design.

Wevers, T.M.J. (2017) The potential of classroom technology, a system supporting personal and group feedback in mathematics education.

Wiefferink, BSc C.A. (2019) Visualizing the Performance of an Anycast Network.

Wierik, H.R. te (2022) Developing a gamification program to motivate users in pre-existing e-learning courses.

Wiggers, KM (2020) The Physicalization of Risk Models.

Williams, Mark Kenny (2019) Augmented Reality Supported Batch Picking System.

Winderlich, Verena (2020) Game Induced Exercise Promotion for Children with Developmental Coordination Disorder.

Wintermans, L.J. (2021) ReadAR : helping children find books in the library through a playful and social application of Augmented Reality.

Wit, R.A. (2023) Interactive feedback in museums.

With, L.A. de (2017) An Augmented Reality Game to Support the Ski-Learning Process.

Witt, Jarl (2021) A healthy breakfast delivery service for sustainable dietary improvements.

Wittendorp, T.J.J. (2020) Locomotion control interface for a remote robot (Avatar).

Wittrock, S. (2019) Motivational strategies to improve self management rehabilitation.

Woertink, G.J. (2020) Designing a virtual lifestyle coach for elderly people : a user study on the effect of visual realism.

Wohlfahrt-Laymann, Jan (2017) CogniDecline : tracking mobile interaction for cognitive assessment.

Wolbers, J.J.H. (2017) Attracting Passersby into a Building using an Interactive Installation.

Wolbers, P.W. (2022) Posture as stress indicator in eSports.

Wolf, E.R.B. de (2016) Designing an interaction method for the holograms of today.

Wolters, S.H.G. (2017) Smartwatch and Intellectual Disability : Designing an app that improves the lives of people with an intellectual disability and their caretakers.

Wong, Z. (2021) Digitising and enhancing the training of perceptual expertise in fingerprint examiners through gamification.

Wooning, I.J. van (2018) Optimood : Transforming Health Data into Practical Advice and Insights.

Yeung, T. (2021) Using virtual reality for a controlled evaluation of a haptic navigation wearable for people with a visual impairment.

Yordanov, B. E (2019) Car Drivers' Monitoring by Means of Mobile Phone Application.

Youn, Myungwon (2023) ALERT: Smart Lecture Room : Monitoring students’ concentration levels and providing feedback and stimulation, to improve learning quality.

Yun, H. (2022) UT Community Members' Education on Proper Waste Separation on Campus.

Zandt, T.W.A (2021) CS:GO as a Serious Game for the Navy.

de Souza Simão, Luiz Felipe (2021) Getting Software to Help Researchers Research : Can the Introduction of Software Toolkits Help Researchers Achieve Better Prototypes for Research and Design of Social Robots.

Özen, Anıl (2020) Finding notes within Boomwhackers Recordings.

This list was generated on Thu Mar 28 06:04:31 2024 CET.