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Programme: Creative Technology BSc (50447)

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Jump to: 2024 | 2023 | 2022 | 2021 | 2020 | 2019 | 2018 | 2017 | 2016 | 2015
Number of items: 551.

2024

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

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

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

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

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

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

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

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.

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

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.

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

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

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

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

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

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

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

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

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

Ziegelhöfer, Mark (2024) Educational escape rooms to raise awareness of the climate crisis.

2023

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

Anoniem, A. (2023) Item availability restricted.

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

Baltussen, Sofia Anna Lucia (2023) Food Swap.

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).

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

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.

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

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

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

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

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

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

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.

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

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

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

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.

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

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.

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

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

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

Huybens, David (2023) Science Fair.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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.

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

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

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

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

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.

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

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

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.

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.

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

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

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

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

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

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

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

2022

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

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

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

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

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

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

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

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

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

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.

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

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

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

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

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

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

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

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

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

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

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

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

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.

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

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

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.

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

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

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’.

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

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

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

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

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

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

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

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

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

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

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

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

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

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.

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

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

Suijdendorp, B. (2022) Item availability restricted.

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.

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

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

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

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

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

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

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

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

2021

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.

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

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

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

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

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

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

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

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

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

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?

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

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

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

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

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

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

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

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

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

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

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

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

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

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.

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

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

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

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

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

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

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.

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

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

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

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

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.

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

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.

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

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

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

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

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

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

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

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

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

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

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

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

Spink, Suzanne J. (2021) Smart Labelling.

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

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

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

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

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.

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

Tuinstra, Annefie (2021) Virtual Reality Rowing.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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.

2020

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

Anoniem, A. (2020) Item availability restricted.

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

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

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

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, 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.

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

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

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

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

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

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

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

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

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.

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

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

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

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.

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.

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

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

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

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

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

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.

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.

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

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

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

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

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

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

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.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Nguyen, Anh Tuan (2020) Interactive Fault Trees.

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.

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

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

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

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

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

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

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

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.

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

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

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

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

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

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.

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

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.

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

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

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

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

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

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

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

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

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

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

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

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

2019

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

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

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

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

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

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

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

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

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

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.

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

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

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

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

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

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

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

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.

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.

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

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

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?

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

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

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

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

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

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

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

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

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

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

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

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.

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

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.

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

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

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

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.

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

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

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

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

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

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

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

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

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

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

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

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.

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

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

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

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

2018

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

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

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.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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.

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.

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

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

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

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

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

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

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.

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

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

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

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

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

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

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

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

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

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

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.

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

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

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

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

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.

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

Ok, Sun (2018) Smart Moments.

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

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

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

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

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

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

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.

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

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

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

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

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

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

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

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.

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

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

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

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

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

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

Westra, Wybe (2018) Virtual Reality Clothing Design.

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

2017

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Mensing, Max (2017) Item availability restricted.

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

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

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

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

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.

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

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

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

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

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

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

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.

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

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

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.

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

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

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

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.

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

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

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

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

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

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

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.

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

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

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

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

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

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.

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.

2016

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

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

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

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

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

2015

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

This list was generated on Fri Apr 19 06:05:11 2024 CEST.