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Arts & Mindfulness in Education
Client?
Speel je wijs, a Dutch company specialised in educational innovation.
CONTEXT?
Mindfulness is slowly but surely finding its way into pre-primary and primary education. Teachers who experiment with mindfulness experience the beneficial effect that the practise has on themselves and on their students. Artistic teaching methods (making use of image, music, drama, movement and media) appear to be a good and fun way for children and young people to become familiar with mindfulness practices.
GOAL?
Together with your EPS teammates you elaborate on a mobile website (conceptualised and ‘grown’ by three former consecutive teams of EPS students) with inspiring tools and teaching methods that teachers can use to work with arts & mindfulness in their classroom and school context. A special focus last year was on children with behavioural problems: a target group that, possibly more than others, can benefit from a thorough training in mindfulness.
Your focus will be on developing an AMiE SPOC: a Specific, Personalised (instead of Private) Open Course. The SPOC will be based on the AMIE Pedagogical Framework that has been developed and will guide interested teachers step by step in the world of art-based mindfulness and teach them how they can use the AMiE resources (like the website, music) that have been created.
You will be involved in the dissemination of the results of our larger AMiE project as well: on 31st of March, you and your team members will support the organisation of the AMiE conference that will take place in Antwerp. Additionally, your help with other ideas and practical support will contribute to the dissemination of all project outputs.
This EPS project is pioneering work in European education. The results of your project will be tested in several schools in Flanders/Belgium, Norway, Ireland, Portugal, the Netherlands and hopefully also in your own country.
FOR WHOM?
Students with a heart for education, psychology, mindfulness, arts and/or digital innovation social and a study background in
- Teacher Training
- Applied Psychology
- ICT-Electronics
- Applied Informatics
- Graphical and Digital Media
- Fine Arts
- Product Development
- …
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Escape from social exclusion
Client?
Handicap International, an international non-governmental organisation known for its fight against anti-personnel mines and cluster munitions. Handicap International prevents disabilities (through training, awareness-raising campaigns, etc.), supports people with disabilities and enables them to participate fully in society.
Context?
In order to make young people between 14 and 18 years of age aware of disabilities in their many facets and the need for social inclusion, Handicap International intends to develop an innovative training module tailored to these target groups. This module will also enable young people to learn more about the specific approach of Handicap International, an organisation that was co-founder of the International Campaign against Landmines and was awarded the Nobel Peace Prize in 1997.
Goal?
Conceptualise and create – building on the result of a previous EPS team – a prototype of a digital ‘escape game’ that promotes, in an innovative and playful way, youngster’s learning on themes that are central to Handicap International's mission and vision (prevention of disabilities, support for people with disabilities, full participation in social life by people with disabilities, etc.).
As an EPS team you develop learning content that is adapted to the target groups. You develop a storyline, game scenarios and characters that appeal to the imagination of young people. The graphic design and technological conceptualisation lead to a prototype that a next generation of EPS students and Handicap International can further develop.
For whom?
Students with a heart for, and a study background in
- ICT-Electronics and/or Applied informatics
- Design (Graphical and Digital Media, Interaction design, Product design, Art): designing, prototyping, conceptual thinking, storytelling, etc.
- Teacher Training
- Occupational Therapy
- Applied Psychology
- Social Eductional Care Work
- Product Development
- Etc.
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Hello Hyperreality
Client?
Jeroen Cluckers and the ‘AI-Driven Design’ AP research team of which he is part of.
Context and goal?
"A movie that gives one sight and sound... I make it so that you are in the story, you speak to the shadows, and the shadows reply, and instead of being on a screen, the story is all about you, and you are in it. Would that be to make real a dream?"
From: Pygmalion's Spectacles, Stanley G. Weinbaum, 1935In this EPS-project, you will learn how to immerse the viewer into virtual reality (VR), using artificial intelligence as your creative partner. Can virtuality feel as real as reality? With a powerful combination of immersive storytelling, VR and artificial intelligence under the hood, you will be able to blend real and virtual worlds, on a quest for total immersion.
We need an interdisciplinary team of world builders: IT-developers, storytellers, artists, designers, 3D-modelers, marketeers, scientists, researchers, organizers and communicators.
Will you join us in hyperreality?
For whom?
Students with a heart for and a study background in
- ICT-Electronics
- Storytelling
- Arts
- Graphical and Media Design
- 3D-Modelling
- Marketing
- Engineering
- Product Development
- …
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(Web)design for good - Can creative designers save the world? Yes, they can!
Client?
Ann Debeuf and the ‘Responsible Design’ AP research team of the department Media, Design & IT.
Context?
Sustainable graphic design is the way forward. Use your creativity for good!
Did it cross your mind that design might have something to do with the environment? Have you ever heard of Sustainable Graphic Design? As environmental problems become more serious, sustainable graphic design becomes more popular, at last.
And if you think digital is always less polluting than print, think again. Since digital is often overlooked in sustainability, this will be our focus.
Don’t worry, you don’t have to sacrifice sustainability for your creativity or vice versa. Sustainability is just one co-pilote in your design process, amongst other.
Goal?
Think big on how to create an eco-friendly website (or an app, animation, …) and how this works in practice. In team, you will gather clear information on what affects the final CO2-emissions of a website or any online interaction, for that matter.
Think further than technical facts as hosting, the role of equipment, the work environment, … Consider for example human behaviour or human incentives for making other choices.
Think very broad before choosing a focus.
The creative and most challenging part is how to spread the message. What is the best way to communicate your findings to other web developers, designers and future designers, companies, … Will you try your tips and tricks on your own website? Or is there a better way to promote your green findings?
The results of your project can be spread in the creative industry and can be used in design schools (all over Europe?)
For whom?
Students with a heart for and a study background in:
- IT / programming / hosting
- Applied Informatics
- Graphical and Digital Media
- Graphic & Web Design
- Product Development
- ICT-Electronics
- Communication
- Psychology (human behaviour)
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A healthy lifestyle 4 all: from virtual reality to daily practice
Client
‘Logo Antwerpen’ is a local multi-stakeholder consultation platform where health is central.
On behalf of the Flemish government, Logo Antwerpen contributes to the realization of the Flemish health objectives at local level:
- More people in motion and with a healthy weight
- Fewer smokers, drug and alcohol users
- More resilient people
- Fewer accidents in the private sphere
- More people participating in cancer population screenings
- A high-quality vaccination policy in Flanders
Context?
Despite the fact that the right to health is enshrined in the Belgian constitution and in numerous international human rights treaties, this right appears to be far from guaranteed, especially for people with a lower social status (educational level, opportunities on the labour market, income level, etc.).
One of the causes that contribute to a relatively more unhealthy lifestyle of socially disadvantaged groups is the fact that awareness campaigns are not yet sufficiently geared to these hard-to-reach target groups.
Goal?
How can immersive technologies contribute in a creative way to raising awareness about the importance of a healthy lifestyle, more specifically to raising awareness aimed at socio-economically disadvantaged groups in our society? That is the challenge for this team of EPS students who also use the technological knowledge built up in AP's Immersive Lab for this challenging objective.
For whom?
Students with a heart for and a study background in
- Health Sciences
- ICT-Electronics and/or Applied informatics
- Design (Graphical and Digital Media, Interaction design, Product design, Art): designing, prototyping, conceptual thinking, storytelling, etc.
- Social Work
- Applied Psychology
- Social Educational Care Work
- Product Development
- Etc.
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Fighting the digital gender divide
CLIENT?
VLIR-UOS: an organization that supports partnerships between on the one hand Flemish universities or universities of applied sciences and arts and on the other hand institutions for higher education in the Global South in the common search for answers to global and local challenges.
CONTEXT?
The digital gender gap is a global issue about which there is still insufficient awareness today. STEM study programs here and elsewhere in the world continue to attract significantly more men than women.
As a result, technologies in full development - such as artificial intelligence - are more attuned to male than female insights. To break this spiral, raising awareness about this digital gender gap is of the utmost importance.
GOAL?
How can an international and multidisciplinary team of EPS students contribute to increased awareness about the digital gender gap and gender equality? That is a challenge presented to them by the client - VLIR-UOS.
The students can advise VLIR-UOS on the communication strategy to be followed and create various forms of relevant and innovative content intended for a diversity of communication channels. Naturally, this content should be aimed at the various stakeholders of the client, both here in Flanders & Belgium and in the Global South.
FOR WHOM?
Students with a heart for, and a study background in
- ICT-Electronics and/or Applied informatics
- Design (Graphical and Digital Media, Interaction design, Product design, Art): designing, prototyping, conceptual thinking, storytelling, etc.
- Teacher Training
- Occupational Therapy
- Applied Psychology
- Social Educational Care Work
- Product Development
- PR & advertising
- Communications
- Etc.
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Recap - Projects 2022
Eager to take a quick peek at the process and results of the 2022 projects? Below you can find some of the project recap movies. Those will certainly provide you a clear and brief insight into each project!
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Recap - Projects 2021
Eager to take a quick peek at the process and results of the 2021 projects? Below you can find some of the project recap movies. Those will certainly provide you a clear and brief insight into each project!
- Project recap: Plan Academy
- Project recap: Arts & mindfulness in education
- Project recap: A-City Teachers
- Project recap: Escape from social exclusion
- Project recap: It's international fika time
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Recap - Projects 2019
Eager to take a quick peek at the process and results of the 2019 projects? Below you can find the research posters of every project group. Those will certainly provide you a clear and brief insight into each project!
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Recap - Projects 2018
Eager to take a quick peek at the process and results of the 2018 projects? Below you can find the research posters of every project group. Those will certainly provide you a clear and brief insight into each project!
- Research poster project 1 - Kids in Space
- Research poster project 2: Mobile Learning Game for Antwerp's Port Center
- Research poster project 3: On Discovery in the World of Immersive Storytelling
- Research Poster project 4: Safeguarding Children and Young People in Residential Care and Foster Care
- Research Poster project 5: International Business Corridor
- Research Poster project 6: Every Voice & Vote Counts – An Innovative Megaphone for Socially Vulnerable Groups in Times of Elections