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Creative Technology (BSc), BSc

University of Twente, the Netherlands

  • Study options for Creative Technology (BSc)
  • About Creative Technology (BSc)
  • Entry requirements for Creative Technology (BSc)

Courses you may be interested in at other institutions

Other courses at university of twente, study options for this course, about creative technology (bsc), bsc - at university of twente.

How can you use cutting-edge technology or new media to create interactive applications that will contribute to users' health, convenience and enjoyment? Throughout this English-taught programme you will learn to creatively combine computer science and electrical engineering technology in order to create new solutions with real impact on people. Check out the study programme or find out more about why you should choose Creative Technology at the University of Twente.

What is Creative Technology?

A game played on an interactive LED floor that helps patients convalesce. A wrist band that enables you to track down your friends at a festival. A language test for pre-schoolers using eye tracking. These are all examples of projects carried out by students in our Bachelor's programme Creative Technology. What will you come up with?

This English-taught programme challenges you to harness technology for developing innovations that consumers and organizations really need. Are you an out-of-the-box thinker eager to make a difference in society? Are you daring and interested in smart technology, new media and design? Then Creative Technology could be just the ticket for you. Throughout the many hands-on projects typical of our programmes at Twente, you will develop technical knowledge and skills, as well as the ability to understand how technology influences humans, design and creative processes. In our Smart Experience Laboratory (Smart XP) you will have room to discover how to turn a question or an opportunity into an appealing prototype.

Why opt for Creative Technology at the University of Twente?

Choosing Creative Technology means choosing the ultimate combination of design, creativity and technology. It also means making a deliberate choice for English as the language of instruction ? and the head start this international language will give you in your career. Our graduates work for businesses and departments that foster real innovation. As a creative thinker and a bridge builder between different disciplines, you will be able to translate client wishes into new solutions. Perhaps you fancy marketing your smart idea through your own company? Creative Technology will take you beyond your imagination, enable you to develop fascinating high-tech applications and keep focussed on having a social impact.

Want to know more about Creative Technology?

Visit the Open Days or be a Student-for-a-day to see if Creative Technology at the University of Twente is right for you. Please do not hesitate to contact us for more information or find out how to apply.

Entry requirements

You are eligible for the programme if you have either of the following:

  • a Dutch vwo diploma (no specific profile requirements);
  • a Dutch hbo Bachelor’s diploma;
  • an international diploma equivalent to one of the above.

The entire programme is in English.The entire Creative Technology programme is English-taught. If you have a vwo or hbo diploma, then you comply with our language proficiency requirements. If you are a student with an international diploma, we advise you to check the language requirements.

If your secondary education is not comparable to a Dutch vwo diploma, and you would nevertheless like to apply for our Bachelor’s programme Creative Technology, the University of Twente and the Holland International Study Center offer you the possibility of taking a foundation year, after which you will be admissible to Creative Technology.

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Consider a Foundation or Pathway course at University of Twente to prepare for your chosen course:

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There are 85 other courses listed from University of Twente. A selection of these are displayed below:

Advanced Technology (BSc) BSc

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Applied Mathematics (MSc) MSc

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Biomedical Engineering (MSc) MSc

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Business & IT (BSc) BSc

Related Information

Find out more about studying in the Netherlands

creative technology university of twente

  • links to all the appendices
  • clickable links to all the www references in the report
  • the complete report as pdf
  • hyperlinks to the appendices
  • hyperlinks to the links in the DSFR
  • references of the report
  • videos about studying CreaTe
  • pdf version of the Self-Evaluation

These pages provide additional info of the Self-Evaluation of CreaTe

© Job van Amerongen, 2021

University of Twente Student Theses

Programme: creative technology bsc (50447).

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.

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

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

Anoniem, A. (2023) Essay #96518

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.

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.

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.

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.

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.

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.

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.

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.

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.

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

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  • Undergraduate Pathway
  • Distance Learning

creative technology university of twente

Application & practical info

HOW TO APPLY FOR A BACHELOR'S PROGRAMME AT  VRIJE UNIVERSITEIT AMSTERDAM or THE UNIVERSITY OF TWENTE IN ENSCHEDE ?

You can study the Bachelor's in Creative Technology and Mechanical Engineering in Amsterdam or Enschede . It's up to you! If you choose to study one of these programmes in Amsterdam, you will study most of the time in Amsterdam and several days a month in Enschede. Check the websites below to help you decide where you want to study.

  • University of Twente in Enschede
  • Vrije Universiteit in Amsterdam

How to apply

Whichever location you choose, you indicate in the application platform Studielink that you are applying to the University of Twente. Why?  You will eventually receive your degree from the University of Twente , even if you choose the Amsterdam location.

Start your application for the Bachelor's in Creative Technology or Mechanical Engineering below.

MATCHING ACTIVITIES

To make sure you choose the right study, the programmes organise a matching procedure. This enables you to see if the programme is suitable for you. For the programme Creative Technology and Mechanical Engineering, participation in the  matching procedure is compulsory . You can find more information about the matching on the pages for new students below.

Information for new students

Have you already applied for the Bachelor's in Creative Technology or Mechanical Engineering, starting in September 2024? Check out the information for new students.

  • Creative Technology Information for new students
  • Mechanical Engineering Information for new students

Practical information for Amsterdam

Check out all the useful information you need to know  if you choose Amsterdam as your study location  below. The information applies to both programmes unless specifically indicated.

If you choose to study in Amsterdam, you will study most of the time in Amsterdam and several days a month in Enschede. That means you regularly will spend consecutive days in Enschede for practicals and tutorials.

Since travelling between Amsterdam and Enschede is on weekdays, we advise Dutch students to choose a student week OV card to travel by train. International students have to take the extra travel expenses into account.

During your studies, you will be in Enschede several consecutive days a month. We would recommend that you spend the night in Enschede then.

More information on this can be found on the webpages for new students.

The International Office of VU Amsterdam will assist you in registering with the municipality. They will also inform you on how to make an appointment with the Health Clinic (for Tuberculosis tests, if needed) and how to arrange your insurance and Dutch bank account.

Dutch students can sign up via the online platform  Studentenwoningweb  to find housing in Amsterdam. In your registration you can enter that you will be studying at VU Amsterdam and when you get housing allocated, you must be able to prove that you study in Amsterdam for a large part of the time.

For international students, the International Office VU offers accommodation in Amsterdam. More information about this can be found on the  website of VU Amsterdam . In order to make use of this, you need to fill out  this form .

Do you have questions about the application process, the overnight stay in Enschede or studying in Enschede? Find your question below or  get in touch  with us. We are here to help you! The answers apply to both programmes unless specifically indicated.

If you require an entry visa and/or a (new) residence permit, you will be  contacted by email  to guide you through each step of the process. 

By Dutch law, students cannot apply for a visa themselves. All applications and extensions for (entry) visas, residence permits and Change of Purpose are coordinated by the University of Twente. The Visa Office coordinates the visa applications for bachelor's, master's and exchange students.

Read our website on Visa for more information.

Creative Technology

Please note that for Creative Technology applicants matching activities are obligatory, therefore you will have to apply for the programme before  1 May  (completed application with all the required uploads submitted via Osiris). This deadline applies to all students, Dutch and non-Dutch. 

Mechanical Engineering

You will have to apply for Mechanical Engineering  before 1 May  (completed application with all the required uploads submitted). This deadline applies to all students no matter which educational background they have. Applications after 1 May will be refused. 

To increase their chance of success, Mechanical Engineering applicants need to take part in obligatory matching activities. After your registration, you will receive an invitation to these activities.

From the first day of your studies, you need a notebook with high graphic performance and a powerful processor. You can bring your own device or purchase a new high-end notebook via the annual notebook project of the University of Twente. In this project, we offer selected notebooks for a competitive price, of which we can guarantee that they conform to the requirements of your study programme.

Before the start of the academic year you will be invited to participate in two introduction programmes of VU Amsterdam and UT. The VU Bachelor Introduction Days will take place in Amsterdam on Wednesday 23 August, Thursday 24 August and Friday 25 August 2023. The study-related programme in Enschede will take place from Monday 28 August until Wednesday 30 August 2023. You have to sign up separately for both programmes! Around mid-June you will receive the invitation.

Introduction at VU Amsterdam You will enjoy the general introduction of VU Amsterdam to become acquainted with the VU campus and Amsterdam City. The focus of these three days is mostly on social and fun activities. During this event you will join introductory, cultural and sports related activities with your mentor group. You will also become acquainted with your study association in Amsterdam.  Kliché  is the association for Creative Technology and M.E.S.A. 's Gravesande is the association for Mechanical Engineering in Amsterdam.

Kick-in introduction UT You also have the possibility to get to know your fellow students by participating in the UT Kick-In introduction which will take place on the UT campus. This study-related programme will truly introduce you to the study programme through organisational support and fun activities.

You will receive a useful checklist and help from current students to arrange the last things to get started with your studies, like registering for courses, checking your ICT account etc. You will also be introduced to the study association from your programme in Enschede.  S.A. Proto  is the association for Creative Technology and  W.S.G. Isaac Newton  is the association for Mechanical Engineering in Enschede.

As this programme is new to Amsterdam, there is no association yet. At the University of Twente, there is S.A. Proto , the study association of Creative Technology. As a student of the programme in Amsterdam, you can also benefit from the services of Proto. 

It can be useful to become a member of the study association of Mechanical Engineering. As this programme is a collaboration between VU Amsterdam and the University of Twente, the study association for this specific study programme is  M.E.S.A. 's Gravesande . As a student of the programme in Amsterdam, you can also benefit from the services of  W.S.G. Isaac Newton , which is the study association from UT.

At the University of Twente, you can join S.A. Proto , the study association of Creative Technology, to get a discount. As a student of the programme in Amsterdam, you can also benefit from the services of Proto. 

During the introduction period, you can buy your study books with a discount via the study association W.S.G. Isaac Newton  of UT. You will receive more information about this from W.S.G. Isaac Newton by e-mail during the summer period.

Amsterdam or Enschede? No matter where you study, you will receive your engineering degree from the University of Twente.

Create smart technology with social impact

Creative Technology

After successfully completing this bachelor's programme at UT and VU Amsterdam you will receive an engineering degree from the University of Twente. 

As a CreaTe-VU student you will have the best of both worlds. Studying most of your time at VU, you will experience the student life, the mix of cultures, and everything else that Amsterdam and the VU have to offer. As almost all engineering related programmes in the Netherlands are located far away from Amsterdam, this is a unique opportunity. At the same time you will also spend some time at the University of Twente. Where you will have access to all their facilities, their beautiful campus, and where you will experience the hospitality of Twente.

Check the admission requirements below to make sure you meet them.

Get to know our study programmes

Watch the recording to find out more about studying at VU Amsterdam as an international student

Get to know the programme and the VU

Check whether you meet the admission requirements and apply

Admission requirements.

You will be admitted to this bachelor's if you possess a Dutch VWO-diploma. You do not need a specific profile.

International diploma Students from outside the Netherlands should have a pre-university secondary education comparable to the Dutch vwo-diploma: good A-level results or International Baccalaureate. All applications are reviewed individually due to their distinctive nature. Therefore, the only way to determine admissibility is by submitting an official application for enrolment via Studielink and providing all required documentation in OSIRIS. After you have done so, you will be informed about your admissibility as soon as possible via email. These admission requirements are valid for the September 2023 intake.

European Baccalaureate

With a European Baccalaureate diploma, you will probably be admissible to the bachelor's in Creative Technology. This depends on the subjects and levels you have achieved. A successfully completed European Baccalaureate diploma is required before the start of the academic year. Your curriculum has to contain: mathematics for 3 hours & English.

International Baccalaureate

With the International Baccalaureate diploma, you will probably be admissible to the bachelor's in Creative Technology. This depends on the subjects and levels you have achieved. A successfully completed International Baccalaureate diploma is required before the start of the academic year. Your curriculum has to contain at least: Mathematical Studies SL / Applications & Interpretations SL and English.

GCSE & GCE A2-levels

With the General Certificate of Education, you will probably be admissible to the bachelor's in Creative Technology. This depends on the subjects and levels you have achieved. Successfully completed GCE A2-level is required before the start of the academic year. For possible admission, we require at least:

3 (I)GCSE / GCE O-Level with an A, B or C grade or 4 – 9 score.

3 full GCE A2-Level with an A, B or C grade.

Students need to have six different subjects in (I)GCSE / GCE O-Level and A2-Level. For Creative Technology you should have at least followed GCE A2-Level Mathematics and English.

Advanced placement exams

The USA High School Diploma is equivalent to the Dutch vwo-diploma only in combination with at least 4 CollegeBoard Advanced Placement (AP) exams with a 3, 4 or 5 grade. The High School should be accredited and recognised by one of the commissions or by the state. Your curriculum has to contain at least: Mathematics AP Calculus AB or AP Calculus BC and English.

Entry level English

As the programme is taught entirely in English, a high level of English proficiency is required as well:

  • IELTS (academic, not older than 2 years): minimum overall score of 6.0, a minimum score on each section of 5.5
  • TOEFL iBT (not older than 2 years): minimum overall score of 80, a minimum score on each section of 18
  • Cambridge (CAE/CPE): minimum overall score of 169, a minimum score on each section of 162

Make sure you have obtained a valid English test result before the application deadline. For EU students the application deadline for a completed application with all the required uploads submitted via OSIRIS is 1 July. For non-EU students, this deadline is 1 May. You can even apply even though you have not completed your degree yet.

More information

Read more about  how to enrol  and please do not hesitate to contact the  University of Twente  for more information

Signing up for the Bachelor's programme Creative Technology

First, you need to sign up for Creative Technology via Studielink and provide all the required documents. After you have signed up you will receive information from the admission office about the requirements for starting the study.

For Creative Technology it is mandatory to participate in a matching event. You can attend this event after you submitted all the required documents. Once all the required documents have been submitted, you have taken part  in an matching event, and you have met other (including financial) obligations, you will be informed of the decision regarding your admission to the programme. If you are admitted, you can proceed to enrol  in the programme  of Creative Technology at the University of Twente. 

The University of Twente works with different enrolment  deadlines , according to the programme, your nationality and your previous education diploma. You can register from October if you want to start the course the following year in September.

Arrange you application via Studielink

You can sign up from October onwards.

Sign up and required documents

The University of Twente works with different enrolment  deadlines , according to the programme, your nationality and your previous education diploma. You can register from October if you want to start the course the following year in September. 

Go to Studielink

Once all the required documents have been submitted (including a copy of the diploma that enables you to be admitted to the programme), you have taken part in the matching procedure and you have met other (including financial) obligations, you will be informed of the decision regarding your admission to the Creative Technology programme at the University of Twente.  More information  

Please note: For international students, slightly different arrangements may apply and the documents required and  deadlines  may also differ. The information will be sent by email from the Admission Office and the International Office.

It’s important to complete the mandatory matching event procedure by reflection. After the matching event you’ll receive a reflection form. You need to send this to us within a week after the event.

At Creative Technology we think it is important for you to choose a programme that meets your expectations and is a good match with your interests and your talents. A good match between you and the study programme you choose increases your chances to successfully complete the programme and obtain a diploma.To make sure that you choose the right programme for you, the programme organizes a matching procedure.

Participation in the matching procedure for this study programme is mandatory!

If you do not register for Creative Technology before 1 May and do not participate in the matching activity you will not be admitted to the programme.

The matching procedure consists of the following aspects:

  • Sharing the online questionnaire, your portfolio, CV and motivation letter;
  • Matching activity. In 2024, matching activities will take place both online and on campus. 
  • After completing these compulsory matching steps, you need to submit a reflection form regarding your choice of study for Creative Technology.

The dates of the matching events are:

On-campus (VU): 2 May 2024, 11 July 2024 Online: 5 March 2024, 25 June 2024

Sign up and more information

For more information about the matching procedure and a form to sign up, please visit Welcome to Creative Technology UT-VU (vu-utwente.nl)

In case of questions you can contact  [email protected]

What does this collaboration between VU and UT mean for me?

Travelling to the University of Twente On top of the on-campus education at VU Amsterdam you will travel a few times a month to the UT, mainly to follow practicals. Per year the average is about 20%, which comes down to approximately four days a month. We strive to plan multiple consecutive lecturing days in Enschede, so you can stay the night and profit optimally from your stay and the facilities in Enschede. There is a direct train to Hengelo from the train station located next to VU. From Hengelo it’s a 10 minute bus ride to the campus of the University of Twente.

Accommodation Because you will stay consecutive days at the UT, we advise you to stay there overnight. At the UT campus there will be cabins available at cost price, specifically allocated to the Creative Technology students. More information about his will become available after enrolment.

Diploma You will receive an Engineering degree from the University of Twente

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University of Twente Research Information Logo

  • Creative Technology
  • University of Twente
  • Faculty of Electrical Engineering, Mathematics and Computer Science

Fingerprint

  • User Computer Science 100%
  • Humans Psychology 80%
  • Research Psychology 70%
  • Design Computer Science 60%
  • User Experience Computer Science 60%
  • Evaluation Computer Science 60%
  • Autonomous Vehicles Computer Science 48%
  • History Social Sciences 46%

Collaborations and top research areas from the last five years

Dive into details.

Select a country/territory to view shared publications and projects

Thérèse Bergsma

Thérèse Bergsma

  • Creative Technology - Lecturer

Person: Academic

No photo of Erik Jouwert Faber

Erik Jouwert Faber

No photo of Alma M. Schaafstal

Alma M. Schaafstal

Research output.

  • 7 Conference contribution
  • 2 PhD Thesis - Research UT, graduation UT
  • 1 Meeting Abstract

Research output per year

Position Paper: Physicalization of Human Body Sensing Data

Research output : Chapter in Book/Report/Conference proceeding › Conference contribution › Academic

Vocabulary Acquisition in New and Learned Contexts Using Immersive Virtual Reality

Research output : Chapter in Book/Report/Conference proceeding › Conference contribution › Academic › peer-review

  • Vocabulary Acquisition 100%
  • Language Learner 10%

Physicalizing Sustainable Development Goals Data: An Example with SDG 7 (Affordable and Clean Energy)

  • Evaluation 100%
  • Individual Level 100%
  • Contexts 100%
  • Modality 100%

2018 Best Practices in Education Award

Mader, Angelika H. (Recipient), Fehnker, Ansgar (Recipient) & Schaafstal, Alma M. (Recipient), 9 Oct 2018

Best Data Driven Healthcare Solution

Epa Ranasinghe, Champika Manel (Recipient), 18 Apr 2018

  • 1 Participating in a conference, workshop, ...

Activities per year

De Dag van het Sport Onderzoek

Robertus Wilhelmus van Delden (Participant), Jakob Zwiers (Participant) & Dennis Reidsma (Participant)

Activity : Participating in or organising an event › Participating in a conference, workshop, ...

U of Regina students in creative technologies and design programs have new degree, diploma options

Creative technologies and design program offers 2-year diploma and 4-year degree.

Two girls stand, arms pointed in different directions. They both have on a virtual reality goggles headset with controllers in both hands.

Social Sharing

The University of Regina announced Friday that students in the expanded creative technologies and design programs will now have the opportunity to explore new degree and diploma options.

"Creative technologies and design is ideal for students who really have an interest in sort of the connections between art, design, technology and culture," said Charity Marsh, a media professor and coordinator for the program.

"You can be practice-based in your study and you can think theoretically about it. You learn to think about technology and the arts in new ways."

The diploma in creative technologies is a two-year program offered through the faculty of media, art and performance. Courses completed from the diploma can also go toward receiving a creative technologies and design degree, which is a four-year program. 

The program's aim is to help students develop technical skills across a variety of formats that are adapting amid technological changes. The faculty prides itself on its small class sizes and hands-on projects that students can work on collaboratively.

Art and technology

Students will dabble in a range of platforms including virtual reality, augmented reality, 3D animation, robotics, digital storytelling, AI and computer game design.

"VR is certainly about education and learning and we know that we see virtual reality being used, for example, in medical and health studies," said Marsh. 

"Students from all different areas come together and they learn to sort of talk across the disciplinary languages. They learn to talk to each other and build and make together and they push each other, right, in different kinds of ways that are really important for the learning process."

Two  girls are standing, one is holding an ipad and filming the other student.

The University of Regina was the first university in Canada to originally launch a creative technologies program. The new degree programs are unique in Saskatchewan and across the Prairie provinces. 

"It's a really exciting time for students to be in creative technologies and design at the University of Regina. We are just taking on all of these new technologies and even old technologies and just being innovative and curious and experimenting and really being playful," Marsh said.

  • Virtual reality improves reality for northern Indigenous students
  • UNB using virtual reality to help train LPNs to become RNs without having to relocate

David Dick, dean of the faculty of media, art and performance, says the addition of the program will open many doors for future careers.

"Our students are serious about gaining skills as artists, developers, designers, scientists, theorists, entrepreneurs and practice-based scholars," Dick said in a news release issued Friday.

"They learn to think about technology and the arts in new ways, and thrive in the exploration of digital culture."

The creative technologies program is interdisciplinary, meaning it is open not only to MAP students, but to those in other areas of study too, such as students in computer science, engineering and arts.

"Students explore digital culture while working in and with interactive media and installation," said Marsh.

Related Stories

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  • U of R reviving journalism program, extending scope to include communications
  • New education program to boost number of Black teachers in Nova Scotia

IMAGES

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  5. SKF and University of Twente Open State-of-the-Art Technology Center in

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COMMENTS

  1. Bachelor's in Creative Technology

    Bachelor's in Creative Technology | University of Twente Bachelor Creative Technology Create tech solutions that are smartly thought-through, creatively designed and socially relevant. What happens when you add music to a book? How do you visualise data streams? How can you reduce discomfort for people with chronic pain?

  2. CreaTe

    Creative Technology is a bachelor's programme of the Faculty of Electrical Engineering, Mathematics and Computer Science at UT. The programme is taught entirely in English and challenges you to develop innovative applications while using the latest technology.

  3. PDF CREATIVE TECHNOLOGY

    The Bachelor's in Creative Technology at the University of Twente will equip you to use the latest technology for developing solutions that will contribute to a better future for people and society.

  4. Welcome to Creative Technology UT-VU

    Welcome to the Creative Technology programme at the University of Twente (UT) and Vrije Universiteit Amsterdam (VU Amsterdam)! We cannot wait to see you in September 2024. We are currently preparing all the information you will need to get started. In the meantime, the following information may answer some of the questions you have right now.

  5. Study Information

    Creative Technology is a three-year Bachelor at the University of Twente. The students are educated in a broad range of skills, which together equip the students to create fast iterations of prototypes for a product. Within the curriculum, there is a lot of opportunities to specialise in one of the aspects of the study.

  6. How to educate for creativity in creative technology?

    Creative Technology is a new BSc programme at the University of Twente. Its goal is to design novelapplications and products to improve daily life of people, with ICT as design material.

  7. PDF A DESIGN PROCESS FOR CREATIVE TECHNOLOGY

    Creative Technology is a new bachelor programme at the University of Twente. Goal of Creative Technology is to design products and applications that improve the quality of daily life in its manifold aspects, building on Information and Communication Technology (ICT).

  8. Creative Technology, B.Sc.

    The Creative Technology programme of University of Twente (UT) will equip you to use the latest smart technology for developing solutions that will contribute to a better future for people and society. University of Twente (UT) Enschede , Netherlands Top 2% worldwide Studyportals University Meta Ranking 4.1 Read 90 reviews

  9. A Design Process for Creative Technology

    Creative Technology is a new bachelor programme at the University of Twente. Goal of Creative Technology is to design products and applications that improve the quality of daily life in its manifold aspects, building on Information and Communication Technology (ICT).

  10. Creative Technology (BSc), BSc, at University of Twente

    Creative Technology will take you beyond your imagination, enable you to develop fascinating high-tech applications and keep focussed on having a social impact. Want to know more about Creative Technology? Visit the Open Days or be a Student-for-a-day to see if Creative Technology at the University of Twente is right for you.

  11. Assessment of the BSc programme Creative Technology

    Creative Technology These web pages provide additional information for the Assessment of the BSc programme Creative Technology of the University of Twente. The extra info includes links to all the appendices clickable links to all the www references in the report the complete report as pdf Contents: hyperlinks to the appendices

  12. Programme: Creative Technology BSc (50447)

    Programme: Creative Technology BSc (50447) Up a level Group by: Year | Item Type Jump to: 2023 | 2022 | 2021 | 2020 | 2019 | 2018 | 2017 | 2016 | 2015 Number of items: 531. 2023 Andrade Ramires, Felipe de (2023) VR Exhibitions: Enhancing the Feeling of Immersion through Interactive Virtual Reality in Art. Anoniem, A. (2023) Essay #96518

  13. Creative Technology

    The Bachelor's Creative Technology at the University of Twente (UT) will equip you to use the latest technology for developing solutions that contribute to a better future for people and society.

  14. UT & VU

    Creative Technology. As this programme is new to Amsterdam, there is no association yet. At the University of Twente, there is S.A. Proto, the study association of Creative Technology. As a student of the programme in Amsterdam, you can also benefit from the services of Proto. Mechanical Engineering

  15. The VIBE of Creative Technology

    What does CreaTe feel like? The atmosphere at Creative Technology is truly something special, but it's also a bit hard to catch what it exactly is. Therefore, we asked 13 students and 6...

  16. VU and UT intend to start Creative Technology in Amsterdam

    Creative Technology has been offered at the University of Twente since 2010 and is available to all pre-university education students. CreaTe is a unique multidisciplinary combination of electrical engineering, computer sciences and design, oriented to people and to socially complex issues.

  17. Bachelor's Creative Technology

    Then the Creative Technology bachelor's programme at VU Amsterdam is just the thing for you. After successfully completing this bachelor's programme at UT and VU Amsterdam you will receive an engineering degree from the University of Twente. As a CreaTe-VU student you will have the best of both worlds.

  18. Creative Technology

    Overview Fingerprint Network Profiles (6) Research output (19) Prizes (2) Activities (1) Fingerprint Dive into the research topics where Creative Technology is active. These topic labels come from the works of this organisation's members. Together they form a unique fingerprint. Autonomous vehicles Engineering & Materials Science

  19. Would you recommend the University of Twente or TU Eindhoven?

    Student from Enschede here, as a lot of people already pointed out, Eindhoven is probably the better city. Courses I have no idea, I'd recommend getting in touch with students from the actual study for that. Something worthwhile to consider about Twente however is that it's the only Uni in the Netherlands with an "American Campus".

  20. U of Regina students in creative technologies and design programs have

    The University of Regina announced Friday that students in the expanded creative technologies and design programs will now have the opportunity to explore new degree and diploma options.