Past projects - overview
2021
- Icosy2.0 - Fieldtest
- Stressy - Stress in the City
- VLOCA - Flemish Open City Architecture
- ROLECS - Roll out of local energy communities
- SenseCity - Respond faster and more accurate to calamities
- Daiquiri - Data & Artificial intelligence for Quantified Reporting in sports
- ExperienceDNA - User Experience Measurement in Virtual Smart Spaces
- Telenet Essential Internet - Connecting vulnerable people to the internet and measuring their ICT skills
- POPHARS – Drugs at the festivals: Perceptions of prevention-, harm reduction-, care-, and law enforcement strategies
- TMaaS - Traffic Management as a Service
2020
- M-Decline - How can we monitor cognitive decline of the elderly of the future
2019
- LoREM 4.0 - Cognitive load in the workplace: measurement and remediation of overload during assembly work in Industry 4.0
- Vanden Broele Uitgeverij - New interface for their knowledge platforms
- MOTFP - Museum of Things for People
- Further research into the video profiles from Digimeter 2019
- MM+M - Fossil free neighborhoods Muide-Meulestede + Mariakerke
- EBSI - European Blockchain Service Infrastructure
- Inclusion in 4D - City of People - Learning disabilities
2018
- DE DIGITALE TRANSITIE IS MENSENWERK – Research into the requirements for (re) using digital cultural content in society
- IoT Chef - IoT technology to create a connected cooking system
- LBLOD - Local decisions as linked open data
- Operator Knowledge - Automated creation of digital assembly instructions by operator driven knowledge capturing
- Museum of Things for People - Museum experience of the future
- Illuminate - Interactive streaming and representation for totally immersive applications
- TMaaS - Traffic Management as a Service
2017
- Hello Jenny - City of People / Slim in de stad
- MUSIC - Mastering user living experience in homes with smart sensor environments by creating intuitive concepts
- iPlay - Interactive sports platform for comprehensive, 3D monitoring of athletes
- PATRONUS - Personalized anxiety therapy through longitudinal & user-aware services
- Promise - Preserving online multiple information: towards a Belgian strategy
- TBM iVision - Game-based therapy for children with cerebral visual impairment
2016
- MyMinds Living Labs case - evaluation of the Enterprise Content Management System
- VLAIO Digital Tool
- Eureka E-learning platform
- Nallian - UX from a SaaS platform for companies who want to share information
- TenderWolf - Smart Tender Management
- CONAMO
- Yves - Augmented workers using smart robots in a manufacturing cell
- Citadel - Empowering citizens to transform European public administrations
2015
- La Liga broadcasting rights
- AllThingsTalk Cloudplatform B2B
- FFTH - Value Added Services
- Proximus Living Lab in Residence
- Talentdepo - Matching students for a student job with potential employers
- Postbuzz2 - an online platform which makes it more easy to communicate with people in your neighbourhood
- VRT Stakeholder Consultation
- wE-move - An exergaming platform for rehalibitation and movement exercises for children
- Shift-TV - Multi-screen Place and Time Shifted Television
- Planidoo - Planning tool for cities and communities
- iFEST - improved Festival Experience with wearable Sensor Technology
- VIAA exchange platform
- SPOTSHOP - On-the-spot e-commerce for television
- Local decisions as linked open data - LBLOD
- NowYu - an intermediary to exchange personal data with companies in exchange for specific rewards
- Maddle - A mobile solution that allows companies to optimize their career page
- A dual learning system for different types of education levels
- Info Flanders - a comprehensive approach for service processes for Flemish citizens
- Musebooks - a demo system to create PDF's of an art book or catalog and save it
- Motosmarty - analyzing the driving behavior of people and generates personalized feedback to improve driving behavior
- Cascade - a platform to help people making a good informed decision when buying products
- Towards Responsible e-Gambling: Assessing the Perceived Opportunities and Risks Associated with Digital Gambling
- Genscom - Happiedays
- COMBUST - Combining Multi-trUst BusinesS data
- Mapping flow experience by electroencephalography (EEG) dynamics and connectivity
- HD²R - Highly Delightful Dynamic Range for next Generation Digital Cinema and Television
- OTN - OpenTransportNet - Spatially Referenced Data Hubs for Innovation in the Transport Sector
- PrecenD: Cognitive control training to prevent recurrent depression
- Inquiry to the Political Economy of Audiovisual Distribution
2014
- Sustainable financing models for Flemish television drama series
- Ragasi - Quality guarantees for online 3D games for children
- CityTripPlanner
- GeoCommunication
- Partago
- Ground Lion
- Knowledge Flow
- 2Shoop
- Planidoo - Co creation of a planning platform
- Mobibatt - Takes away the inconvenience of a dead battery
- The Value Chain - A logistic solution for Cradle to Cradle (C2C) products
- Djubble - App that brings friends together
- Edutab: Tablets in Education - Project website
- GIPA - Generic Platform for Augmented Reality Applications
- Media Trust - Enhancing trust in identity management with data quality and contextualized frictionless authentication
- BNP Paribas Fortis 'The Game'
- Physical activity in the digital age
2013
- CEONAV
- Coxo
- GScan 2 – Analyzing instrument to screen municipalities on their GIS-operation and organization
- Little sister – Low-cost monitoring for care
- Seenspire
- Unite
- Webinos – Secure web operating system application delivery environment
- Posi & friends
- Veltion
- AllThingsTalk - Internet-of-Things cloud platform
- Crowdfunding social innovation (Special Olympics 2014)
- iCinema - Mobile-public screen interactive cinema
- Media ID - A next generation federated identity management solution for a regional ecosystem of media providers
- Wanagogo - An online 3D and multi-device game environment
- ASPRO+ - AutoStereoscopic multi-view video PROcessing and PROjection
- AIVIE - Augmented immersive-video-based interactive environments
- CoPlaSM - Multi-standard communication platform for smart metering
- e-Strips - Building a digital e-Strips platform: from creation to selling
- Levenslijn II City jam - Follow-up the development of the traffic safety game
- MISTRAL - Managing Internet video STReaming through Adaptation and Learning
- Open data - An experimental open data platform for Flanders
- VIAA living lab case
- Cityzen
- Flowrooms
- Library for the future
- Mediawijs - Knowledge centre for media literacy
- NeoScores - Play app for scores
- Livios - Idiation and development photo app
- Unicorn
- Agenda Setting in a networked public sphere
- Exploring gendered play
- Serious games under the microscope
- SPECIFI - Smart platforms enabling the creative industries for the future internet
- Evaluation of Flanders' Game Policy
- BBC - Measuring Cost and Impact of Cybercrime in Belgium
2012
- GScan – Analyzing instrument to screen municipalities on their GIS-operation and –organization
- Jukebox21 – A digital jukebox
- Qwison – A better restaurant experience
- Spotty
- Streemr – Everywhere your own radio
- Measuring outlines – Measuring use across platforms
- Stream store
- VSP – Viewers statistics plus
- WeePeeTV – Over the top streaming TV app
- AVS – A mobile reporter app
- FTTH VAS – Value-added services for FTTH
- Kianos – Homemade library
- La Mosca – Mobile city games
- Planza – Plan a weekend
- Poppidups – Virtual puppet show
- CloudFriends - Cloud troubleshooting
- CoMobile - Mobile meets communities
- G@S - Games at school
- SoLoMIDEM - Social, local & mobile identity management
- SRA - Strategic research agenda
2011
- E-inclusion for cities (MIDIS)
- PING II – Adoption and use of ‘Poverty is not a game’
- SVR-study – Study on ‘Profiles of (new) media literacy. An analysis of existing data.’
- DGEI – Digital games for empowerment and inclusion
- Future legends – Urban media use in the picture
- Levenslijn – Development of a Game Design Document to stimulate attitude of youngsters towards traffic safety
- SPARC – Smart plug-in automobile renewable charging services
- Treemagotchi
- 3DTV2.0 – Preparing for the next generation of 3DTV applications
- GreenWeCan – Green wireless efficient city access network
- xTV – Explorative television
- Researching digital games in domestic space
2010
- Digita
- Kemmelberg website
- Evaluation of heritage multimedia exhibits
- TV3.0
- Charter to tools
- CoCoNut bis
- CTT – Climate transition tool
- DIA – Digital archiving: to an information management plan and consensus model
- ECOMAC – To an ecosystem model for research and innovation for audiovisual consumption in Flanders
- LeYLAB Living Lab
- Living Lab Media Garden
- SmartE
- SMIF – Smarter media in Flanders
- Telesurgury – Remote visualization of surgical images
- TERRAIN – Techno-economic research for future access infrastructure
- SMARTiP – Smart metropolitan areas realized through innovation & people
- EMSOC - User empowerment in a social media culture
2009
- Games culture – informative computer games website
- Tagger
- PING – Poverty is not a game
- SEGA – Self-representation/self-experience in games
- Archipel
- GRASP – Bridging the gap between QoE and QoS for mobile city applications
- iMind – Innovative medical imaging for neurological disorders
- LLingo – Language learning in an interactive game environment
- Linear+ - Intelligent networks-smart grids
- Digimeter - Measuring media/technology usage and expectations in Flanders
2008
- Local radio part 2
- MICT Survey 2
- Minerva
- Participative journalism – Professionals’ attitude towards participatory journalism in Europe and the US
- CoCoNut – Communication and collaboration network utilities
- eGov Monitor – Development of a monitor to measure the progress of e-government in Belgium
- IFIP – Independent films in progress
- SKODA – Stimulating consumer data
- Teleclassing – Immersive classroom experience for tele-education
- AIB – Archives in motion
2007
- ASO Addendum
- CoCoMedia
- Fedict – How to get ICT embedded in everyone’s life? Beyond the digital divide.
- IPTV potential assessment
- Gaming survey
- Heritage 2.0
- Pokumon – The multimedia accessibility of performing arts
- Mobile TV: potential assessment and introduction strategy
- Agoria – Young people’s vision on technology, industry and work
- ASO – Research relating to the analogue switch-off
- Broadband and culture
- Local radios
2006
- MICT Survey 1
- Internet on train
- AcKnowledge – Accessible and open knowledge infrastructure for Flanders
- MADUF – Maximizing DVB usage in Flanders
- RoMAS – Research on mobile applications and services
- TR@INS – TRAins IP network services
- FLEET – An interdisciplinary research project on Flemish e-publishing trends
2005
- Armad@ - Autoconfiguration and remote management of any device @ home
- VRT – An investigation of the public broadcaster
- ePaper – The digital newspaper… on digital paper
- IPEA – Innovation platform on electronic archiving
- MCDP – Multimedia content distribution platform
- VACF – Virtual arts centre of the future
- ASCIT – Again at my school by fostering communication through interactive technologies for long term sick children
- CROSLOCIS – Creation of smart local city services
- DashGov – Development of an e-government dashboard
- MonIT – Development of an ICT monitor for Flanders
- Multigov – Multichannel e-government
- ADME – Advertising in a digital media environment
- Quality of Experience
- VIN – Virtual individual networks