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HBO/WO

MBO

June 17, 2026

AgriLemma 2.0: A serious game for exploring dilemmas in agriculture

In AgriLemma, you are a farmer in Europe managing your own farm across 8 seasons. You grow six types of crops — potatoes, sugar beets, rapeseed, corn, wheat, and chickpeas — each requiring resources such as seeds, water, nutrients, and workers. Players must run, invest in, and improve their farm with sustainable technologies while balancing competing priorities and navigating uncertainties like weather events and pest attacks. The objective is to maximize overall farm health, which is determined by three dimensions: environmental health (positive ecological impact), social health (worker satisfaction), and financial health (farm profitability). Players must strategize across all three dimensions simultaneously — decisions that boost profit may come at an environmental cost, and vice versa. The game makes these trade-offs tangible, encouraging reflection on what sustainable farming really requires. ------------------------------ Learning objectives: · Experiment with different strategies — to operationalize and adapt an approach under pressure, and to reflect on how well it held up. · Expose students to issues of risk management — to plan, control, and explain the reasoning behind in-game choices relating to sustainability, soil conservation practices, integrated crop management, weeding, and pest management, and to learn how to respond when conditions change. · Experience the complexity of decision-making — to take into account weather and policy uncertainties, sustainability pressures, economic realities, and the broader context in which farm decisions are made. --------------------------------Practical information: · Format: Board game (physical/ print-and-play) · Players: 2-4 players (extendable to 8 by playing in teams of 2) · Duration: 3 hours, including onboarding and debrief · Level: Higher education / Stakeholder engagement · Language: English --------------------------------Credits: AgriLemma was originally designed as part of the WATERAGRI project. The second version, including a full redesign of the graphics, was developed with funding support from the TU Delft Open Science Programme course "Civic Engagement in Action: Empowering Researchers and Educators to Make an Impact". Game design: Dr. ir. Aashna Mittal - TU Delft, Faculty of Technology, Policy and Management Graphic design and illustration: Gracia Bovenberg-Murris and Michelle de Smit – TU Delft GameLab Note on image generation: The images in the tech cards and the border of the main game board were created using AI-generated imagery. The constructed wetlands card image is also AI-generated. All other cards and box art are hand-drawn or created in Adobe Illustrator. Note on usability: The print-and-play version of the game has been optimized for office printing.

Document

Aashna Mittal, Gracia Bovenberg-Murris, Michelle de Smit

April 11, 2026

The Refurbishment of Channel 4

In this video, Peter van de Rotten describes in detail the refurbishment of a 1990s high-tech glass facade at Channel 4's headquarters in London. The original design used a double-curved cable net with point-fixed suspended glass panels. Over time serious safety issues emerged, namely damaged glass and fixings displaced by up to 50mm which threatened sudden energy release and possible collapse. To safely disassemble the facade, the team introduced a third load path, supporting each glass panel from the top steel crown, and designed special clamps to secure cable fixings. The disassembly was carried out in a carefully controlled sequence to safely remove and replace the different elements and components. Key challenges included extremely tight tolerances (down to 20 micrometers), mixing old and new materials, and avoiding stress around glass holes. The team chose to preserve the original facade shape to prevent unpredictable behavior. The video was produced by the Open GLASSroom project. Special thanks to Peter van de Rotten for contributing to the Open GLASSroom OER collection. The creation of these resources has been (partially) funded by the ERASMUS+ grant program of the European Union under grant no. 2022-1-DE01-KA220-HED-000089750. Neither the European Commission nor the project's national funding agency DAAD are responsible for the content or liable for any losses or damage resulting of the use of these resources.

Video

Peter van de Rotten

April 8, 2026

ACA-bot

ACA-bot is an engaging chatbot designed for Automated Conversational Assessment (ACA). Drawing inspiration from traditional oral exams, this text-based conversational agent transforms assessment into a dynamic learning experience. It supports both formative and summative evaluation by offering students personalised feedback and guidance at every step of their learning journey. The first ACA-bot prototype focuses on assessing students’ understanding of basic statistical concepts, but its flexible design allows for easy adaptation to a wide range of subjects and learning contexts. Through interactive dialogue, students can practise explaining ideas clearly under exam-like conditions, apply their knowledge to new and challenging questions, and refine their reasoning as they respond to follow-up prompts. They gain valuable insights into their own understanding, identify areas for improvement, and gradually build confidence for both oral and written assessments. For educators, ACA-bot offers a powerful way to scale oral examinations and enhance formative assessment without increasing workload. It automates parts of the assessment process, provides structured and actionable insights into student performance, and opens the door to more personal, interactive feedback at scale. By combining the strengths of conversational AI and educational assessment, ACA-bot turns evaluation into a collaborative, insightful process. It empowers students to think aloud, reason more effectively, and grow, while giving educators a smarter, more innovative way to understand and support learning. ACA-bot is een slimme en inspirerende chatbot die onderwijs en Artificial Intelligence samenbrengt. Geïnspireerd door het klassieke mondelinge examen tilt deze tekstgebaseerde gespreksagent Automated Conversational Assessment naar een nieuw niveau. Studenten krijgen via natuurlijke gesprekken directe, persoonlijke feedback en begeleiding, waardoor leren en toetsen samenvloeien in één boeiende ervaring. Het prototype van ACA-bot is ontwikkeld om kennis over statistiek te beoordelen, maar dankzij het flexibele ontwerp kan het systeem eenvoudig worden aangepast aan andere vakgebieden en toepassingen. Tijdens interactieve dialogen leren studenten helder uitleg geven, hun kennis toepassen op nieuwe vragen en hun redenering aanscherpen. Ze ontdekken waar hun begrip nog verdiept kan worden en groeien zichtbaar in zelfvertrouwen — waardevolle voorbereiding op zowel mondelinge als schriftelijke examens. Ook voor docenten biedt ACA-bot een slimme oplossing. Het maakt mondelinge toetsing schaalbaar, ondersteunt formatieve beoordeling via gesprek, en vermindert de werkdruk door delen van het beoordelingsproces te automatiseren. Bovendien geeft het gestructureerde inzichten in de voortgang en denkwijze van studenten, waardoor elke dialoog bijdraagt aan beter onderwijs. ACA-bot laat zien hoe Automated Conversational Assessment het leren persoonlijker, interactiever en effectiever maakt. Studenten denken hardop, verkennen hun eigen begrip, en verbeteren met vertrouwen — terwijl docenten op een innovatieve, datagedreven manier inzicht krijgen in hoe kennis werkelijk wordt begrepen.

App

Aki Härmä, Julie Bauer

March 24, 2026

How to toggle Between VR and Non-VR Cameras in Unity

Limitations of testing VR interactions with the simulator While the XR Device Simulator allows us to simulate a VR experience, it should not be used to test VR interactions. For instance, you can try and test interactions like grabbing and rotating different objects e.g. grab a fruit or twist a valve. If you manage to get the inputs right from the mouse and keyboard, you will notice that it is hard to operate and can even feel inaccurate at times. There is simply a major difference between mouse and keyboard input and tracking input from the VR headset and controllers. For validation of the VR interactions and user experience, it is essential to use the VR headset and controllers. On the other hand, the XR device simulator is easy to use for early (or frequent) testing and debugging. Main Concepts XR Device Simulator in Unity VR camera vs. non-VR camera usage Toggling between VR and non-VR modes for testing Learning Goals Understand how to switch between VR and non-VR cameras in Unity Learn how to use the XR Device Simulator to test VR scenes without a headset Know how to control the simulated rig using keyboard and mouse inputs Key Takeaways The XR Device Simulator allows VR scene testing without a physical headset Toggling the Device Simulator on switches Unity to non-VR camera mode Disabling the Device Simulator reverts back to the VR camera for headset use The simulator supports basic movement and interaction testing, though it can be clunky Further Exploration Search for “Unity XR Interaction Toolkit” Search for “Unity XR Device Simulator setup” Search for “Testing VR applications without headset in Unity” Explore Unity’s Input System for VR and non-VR controls

Video

Lucia M Rabago Mayer, Jordi Weldink, Amanda Poulin

March 19, 2026

Testing

Main Concepts Technical / engineering testing: Checking whether the system or VR build works correctly, meets requirements, and behaves consistently. Research / participant testing: Testing with participants to verify that the experiment supports the hypothesis and produces valid data. Debugging: Systematically identifying, isolating, and fixing the cause of a technical problem. Learning Goals Distinguish between the two types of testing. Apply a simple technical testing protocol to a project. Systematically identify, document, and fix software or VR errors. Use the Testing Worksheet to maintain traceability and collaboration. Recognize testing as essential quality assurance for both research and development. Key Takeaways Technical testing validates the build before research testing validates the hypothesis. Debugging is guided observation — not random trial and error. Documenting your tests ensures accountability and repeatability. Continuous testing builds confidence and prevents surprises during research trials. A clear testing workflow saves time and makes collaboration smoother. Further Exploration Search for “Unity debugging and testing workflow.” Search for “How to create software testing protocols.” Search for “Difference between pilot study and technical testing.” Search for “Best practice bug tracking templates.”

Video

Lucia M Rabago Mayer, Jordi Weldink, Amanda Poulin

March 19, 2026

ShareXR : Challenge-Based Learning with XR (BMS Lab, University of Twente)

ShareXR introduces a challenge-based learning (CBL) approach for integrating research, design, and development in engineering education through extended reality (XR). Developed at the University of Twente’s BMS Lab, the model addresses the increasing need for multidisciplinary collaboration by teaching students to speak a shared language across research, design, and technical development. Even for those without an engineering, scientific or STEM background. This course offers a hands-on, multidisciplinary learning experience where students take real research ideas and transform them into innovation projects within a complete and validated open learning XR ecosystem. With reusable multimedia course content, the course enables students to understand interdisciplinary collaboration, while each module focuses on one of the four pillars: Research, Design, Development, and Project Management — guided by principles of balance, iteration, and collaboration. By working with different tools like one-page project canvases, students will learn how to translate research ideas into structured user stories, requirements, and project management tasks, while exploring how XR tools can act as a human-centered medium for prototyping, testing, and validating ideas without requiring coding skills.

App

Lucia M Rabago Mayer, Jordi Weldink, Amanda Poulin, Luca Frösler, Peter Slijkhuis, Mirjam Galetzka, Benno Pals, Jan-Willem van 't Klooster

December 30, 2025

Lessons Learned

Agent-based modelling (ABM) is one of the most widely applied computational modelling research techniques in archaeology, because it is well suited to the questions asked by archaeologists. However, the access to vocational training for ABM is limited. In this paper we present the Open Educational Resources (OER) that we produced in an international cooperation. For this purpose, we created online and open tutorials for ABM for archaeologists. In addition, how-to guides and support material were created, both for teachers and students. The materials adhere to international (European) standards in relation to education and the Digital Skills Passport for archaeology. The teaching materials have been well tested using a diverse group of archaeologists during various international conferences and meetings. It was shown that the knowledge and skills of the participants in relation to ABM improved. In addition, the demand for the teaching materials and the workshops was high, ensuring that the tutorials on ABM will be used in the future.

Document

Ronald Visser, Karsten Lambers, Kenneth Aitchison, Annemarie Jutte, James Douglas Rocks-Macqueen, Laura van der Knaap, Iza Romanowska, Tom Brughmans, Jeroen Linssen, Adam Pažout

December 6, 2025

Novel Switchable Glazing Assemblies for Privacy & Glare Control in a Mediterranean Climate

In this recorded presentation from glasstec 2024, Etienne Magri details a research study investigating the combination of PDLC and SPD adaptive glazing technologies to enhance glare control in buildings, using Malta's subtropical climate as a case study. The project involved testing individual and combined laminates within a scale model, evaluating visual appearance and glare using DGP metrics. Results demonstrated that the combined technologies achieved near-complete blackout, effectively eliminating solar glare while maintaining privacy, and successfully transformed static facades into dynamic systems with adjustable transparency. The video was produced by the Open GLASSroom project. Special thanks to Etienne Magri for contributing to the Open GLASSroom OER collection. The creation of these resources has been (partially) funded by the ERASMUS+ grant program of the European Union under grant no. 2022-1-DE01-KA220-HED-000089750. Neither the European Commission nor the project's national funding agency DAAD are responsible for the content or liable for any losses or damage resulting of the use of these resources.

Video

Etienne Magri

December 2, 2025

plusROOF: Steel-glass roof system with innovative SSG bonding

In this recorded presentation from glasstec 2024, Tim Seidel summarizes the plusROOF research project, which investigated the structural bonding of glass directly to steel substructures as a more efficient and design-flexible alternative to traditional complex and expensive skylight construction. The project identified a suitable polyurethane anti-corrosion coating that met adhesion standards, developed a parameter-based planning tool for double-curved designs, and validated the system through component tests. A 5.5x3.1 meter demonstrator successfully underwent rigorous testing for air permeability, driving rain tightness, and wind load resistance, achieving excellent performance and laying the foundation for future regulatory approvals and practical applications. The video was produced by the Open GLASSroom project. Special thanks to Tim Seidel for contributing to the Open GLASSroom OER collection. The creation of these resources has been (partially) funded by the ERASMUS+ grant program of the European Union under grant no. 2022-1-DE01-KA220-HED-000089750. Neither the European Commission nor the project's national funding agency DAAD are responsible for the content or liable for any losses or damage resulting of the use of these resources.

Video

Tim Seidel

November 7, 2025

Understanding Glass Codes and Standards

In this video, Martina Eliášová outlines the critical role of codes and standards in the use of structural glass in modern architecture. As glass evolves from a simple infill material to a primary structural element in beams, columns, and load-bearing walls, ensuring safety becomes paramount. The framework has evolved from national standards to unified European Eurocodes, which harmonize design, manufacturing, and testing rules across the EU to ensure quality and safety. The key groups of standards cover glass production, material property determination (e.g., EN 1288, EN 16612), and the design of load-bearing structures (with the upcoming EN 19100). Essential testing standards are also outlined, including those for impact resistance from human bodies (EN 12600), manual burglary attacks (EN 356), and resistance to firearms and explosions, all necessary to meet the reliability and safety requirements for building structures throughout their service life. The video was produced by the Open GLASSroom project. Special thanks to Martina Eliášová for contributing to the Open GLASSroom OER collection. The creation of these resources has been (partially) funded by the ERASMUS+ grant program of the European Union under grant no. 2022-1-DE01-KA220-HED-000089750. Neither the European Commission nor the project's national funding agency DAAD are responsible for the content or liable for any losses or damage resulting of the use of these resources.

Video

Martina Eliasova