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MBO

July 5, 2026

Open3DAnatomy - 3D model Inguinal and Femoral Canal and Structures in Inguinal and Femoral Hernia Surgery - English labels

3D model of the Inguinal and Femoral Canal and Structures relevant for Inguinal and Femoral Hernia Surgery. This model focuses on the structures relevant to understand the inguinal canal and femoral canal, including the structures relevant in surgery for inguinal and femoral hernia's. Surgically relevant structures that are present include: inferior epigastric artery to obturator artery connection (corona mortis), lacunar ligament (Gimbernath), iliopubic tract, inguinal triangle (Hesselbach's), iliohypogastric and ilioinguinal nerves, etc.. Overlays (green transparent) are used to show structures with specific names that are part of larger structures. For instance: lacunar ligament, reflected inguinal ligament, iliopubic tract, femoral sheath, femoral canal, femoral ring, deep and superficial inguinal rings, inguinal (Hesselbach's) triangle, conjoint tendon, medial and lateral crus of superficial inguinal ring. Most of these overlays are initially hidden, but they can be shown via the menu. This model contains a selection of the structures that are present in the model 'Open3DAnatomy - 3D model Inguinal and Femoral Canal and Surrounding Regions - English labels' The source model was created by the AnatomyTOOL Open3D Model Project. Anatomical content: O. Paul Gobée, MD, anatomist, Leiden University Medical Center, dept. Anatomy & Embryology, Netherlands (inguinal and femoral canal, muscles of abdomen) Prof. Marco C. DeRuiter, PhD, anatomist, Leiden University Medical Center, dept. Anatomy & Embryology, Netherlands (pelvis) Jan (J.) Kooloos, PhD, anatomist em., Radboud University Nijmegen, dept. Anatomy, Netherlands (muscles of lower limb) Prof. em. Koos-Jaap (K.J.) van Zwieten, PhD, anatomist, Hasselt University, dept. of Anatomy, Belgium (nerves and blood vessels of lower limb review) Prof. dr. Evie (E.) Vereecke, PhD, anatomist, KU Leuven Campus Kulak, Dept of Development and Regeneration, Belgium (muscle review of lower limb) Prof. em. George J.R. Maat, MD, PhD, anatomist, forensic anthropologist, Leiden University Medical Center, dept. Anatomy & Embryology, Netherlands (bones and articulations) 3D modeller: Eungyeol Lee, BFA, MSI, medical artist, 3D modeller, Leiden University Medical Center, dept. Anatomy & Embryology, Netherlands Web model: Daniël Jansma, MSc, anatomist, e-learning developer, Leiden University Medical Center, Netherlands This model is a further elaboration of the 3D models by the BodyParts project, and the Z-Anatomy project. Free to use if you follow the CC BY SA license.

Website

O. Paul Gobée, Eungyeol Lee, Daniël Jansma, BodyParts Project, Z-Anatomy project

May 13, 2026

Modules Teaching inclusive and critical searching

This publications presents two modules, one for lecturers and one for students, on inclusive teaching and critical searching. The modules highlight how search engines and databases are far from neutral. They provide handles to critically engage with the information found on these platforms and how to pass this information on to your students. The modules can be used as an extension to information literacy courses or guides. Besides general information, the modules contain VU specific information. This information can be adjusted to other contexts.

Website

Michèle Meijer, Linde Voorend

March 24, 2026

How to Set Up Audio at a Specific Spot in your Unity Scene

Main Concepts: Audio Source prefab placement in a Unity scene Assigning audio clips to an audio source Understanding Minimum Distance and Maximum Distance settings for audio attenuation Learning Goals: Be able to add an audio source prefab to a Unity scene Learn how to assign and preview audio clips in Unity Understand how to configure audio distance settings to control audio volume based on player proximity Key Takeaways: Audio sources can be positioned anywhere in the scene to create spatial audio effects Previewing audio clips before assigning helps ensure the correct sound is used Minimum and maximum distance settings control how audio volume changes with distance, enhancing immersion Further Exploration: Search for “Unity Audio Source component” Search for “Unity audio spatial blend and 3D sound settings” Explore “Unity audio mixer and audio effects” Read Unity documentation on “Audio Source Minimum and Maximum Distance”

Video

Lucia M Rabago Mayer, Jordi Weldink, Amanda Poulin, Luca Frösler

March 24, 2026

Set up your Meta Quest Device

Main concepts Basic MetaQuest controller interactions and input methods Using menus, pointers, triggers, and grab buttons in VR Optional hand tracking for controller-free interaction Wi-Fi setup for MetaQuest functionality Play space configuration and Guardian safety boundaries Learning goals After this lesson, learners will be able to: Navigate the MetaQuest menu using the controller Select UI elements and interact with objects in VR Explain the difference between trigger and grab interactions Connect the MetaQuest headset to a Wi-Fi network Set up a safe play space using stationary or room-scale modes Key takeaways The Meta button opens the main menu when it is not visible Pointing and triggering are the primary methods for selecting UI elements Hand tracking can replace controllers when enabled in settings Wi-Fi is required for setup, updates, and some PC VR features Guardian boundaries help ensure user safety and activate pass-through when crossed Further exploration Search terms: MetaQuest controller buttons and inputs MetaQuest hand tracking setup MetaQuest Guardian boundary MetaQuest room-scale vs stationary mode Next steps: Practice switching between stationary and room-scale play spaces Test hand tracking and compare it with controller interaction Explore project-specific input configurations for research applications

Video

Lucia M Rabago Mayer, Jordi Weldink, Amanda Poulin

March 24, 2026

Getting Started with Unity Hub

Main Concepts: Unity Hub: A management tool for Unity installations and projects Unity License: Required for using Unity, available as free Personal or paid versions Unity Editor: The software used to create and develop Unity projects, available in multiple versions including LTS Learning Goals: Understand how to download and install Unity Hub Learn how to create and activate a Unity license key Know how to download and install the appropriate Unity Editor version for your project Key Takeaways: Always use your university email to create your Unity ID for BMS lab collaboration Choose the Unity Editor version specified by your project developer, preferably the LTS version Use Unity’s Archive website to find older or specific Unity Editor versions not listed in Unity Hub Further Exploration: Search for “Unity Hub installation guide” Search for “Unity license types and activation” Search for “Unity Editor versions and LTS” Explore Unity’s official documentation on managing licenses and installations

Video

Lucia M Rabago Mayer, Jordi Weldink, Amanda Poulin, Luca Frösler

March 24, 2026

Meta Quest Components and Headset Fit

Main concepts Basic MetaQuest controller interactions and input methods Using menus, pointers, triggers, and grab buttons in VR Optional hand tracking for controller-free interaction Wi-Fi setup for MetaQuest functionality Play space configuration and Guardian safety boundaries Learning goals After this lesson, learners will be able to: Navigate the MetaQuest menu using the controller Select UI elements and interact with objects in VR Explain the difference between trigger and grab interactions Connect the MetaQuest headset to a Wi-Fi network Set up a safe play space using stationary or room-scale modes Key takeaways The Meta button opens the main menu when it is not visible Pointing and triggering are the primary methods for selecting UI elements Hand tracking can replace controllers when enabled in settings Wi-Fi is required for setup, updates, and some PC VR features Guardian boundaries help ensure user safety and activate pass-through when crossed Further exploration Search terms: MetaQuest controller buttons and inputs MetaQuest hand tracking setup MetaQuest Guardian boundary MetaQuest room-scale vs stationary mode Next steps: Practice switching between stationary and room-scale play spaces Test hand tracking and compare it with controller interaction Explore project-specific input configurations for research applications

Video

Lucia M Rabago Mayer, Jordi Weldink, Amanda Poulin

March 24, 2026

How the Data Logging System Works

Main Concepts: Data Log Manager as the core of the data logging system Enabling logging and debug options File naming, timestamping, file types, and delimiters Automatic creation of log folders Data collectors and their roles (continuous vs. event-driven logging) Ordering columns in CSV files Using Unity events to trigger data collection Learning Goals: Understand how to configure the Data Log Manager for logging data Learn how to organize and customize data logs, including file settings and folder structure Recognize the difference between continuous and event-driven data collection Understand how to link game events to data logging through scripts and Unity events Know when to seek developer assistance for custom data logging needs Key Takeaways: The Data Log Manager controls all aspects of data logging, including file creation and data formatting Data collectors can log data continuously or only when specific events occur Column order in CSV files can be customized using order values Unity events provide a flexible way to trigger data logging during gameplay Default settings simplify setup, but customization is possible for advanced needs Further Exploration: Search for “Unity Data Logging Best Practices” Search for “Unity Event System Tutorial” Search for “CSV File Handling in Unity” Read about “Custom Data Collectors in Unity” Explore “Runtime Folder Creation in Unity”

Video

Lucia M Rabago Mayer, Jordi Weldink, Amanda Poulin

March 10, 2026

Testmateriaal AnatomyTOOL 10-3-2026: Manual ‘Requesting a sub model’ of the Open 3D model

This manual describes how to use the 'selection models' of the Open3DModel to create 'sub models'. Sub models are 3D models of the Open3DModel that contain only a limited number of structures and are aimed to view or demonstrate a specific anatomical topic, e.g. what is the spatial interrelation of structures a, b and c. They are meant to allow easily viewing or demonstrating of a specific (anatomical) topic. The sub models are collected at https://anatomytool.org/open3dmodel-learn.

Document

Open 3DModel

February 5, 2026

The Medieval Podcast | Listening to the Middle Ages with Jonathan Berger

Since the new year, we've heard about both the development of medieval music and what it was like to live in the cultural hotbed of fifteenth-century Florence. And now, we're going to bring it together in a way that has only been heard by a handful of people in almost six hundred years. This week, Daniele speaks with Jonathan Berger about capturing the sounds of the past, what they can tell us, and the remarkable sound of one specific moment time. This podcast is made possible by the generous support of listeners like you! To find out how to help spread the joy of medieval history, please visit patreon.com/themedievalpodcast

Audio

Danièle Cybulskie, Jonathan Berger

January 16, 2026

Open3DAnatomy - 3D model Inguinal and Femoral Canal and Surrounding Regions - English labels

3D model of the Inguinal and Femoral Canal and widely surrounding Regions. To see the posterior view of the inguinal area, as seen during laparascopic inguinal hernia approach, in the menu, click the groups 'Posterior trunk part' and 'Posterior thigh part'. This will hide all structures in the back, en bloc. Surgically relevant structures that are present include: inferior epigastric artery to obturator artery connection (corona mortis), lacunar ligament (Gimbernath), iliopubic tract, inguinal triangle (Hesselbach's), iliohypogastric and ilioinguinal nerves, etc.. Overlays (green transparent) are used to show structures with specific names that are part of larger structures. For instance: lacunar ligament, reflected inguinal ligament, iliopubic tract, femoral sheath, femoral canal, femoral ring, deep and superficial inguinal rings, inguinal (Hesselbach's) triangle, conjoint tendon, medial and lateral crus of superficial inguinal ring. The source model was created by the AnatomyTOOL Open3D Model Project. Anatomical content: O. Paul Gobée, MD, anatomist, Leiden University Medical Center, dept. Anatomy & Embryology, Netherlands (muscles of abdomen and diaphragm) Prof. Marco C. DeRuiter, PhD, anatomist, Leiden University Medical Center, dept. Anatomy & Embryology, Netherlands (pelvis) Jan (J.) Kooloos, PhD, anatomist em., Radboud University Nijmegen, dept. Anatomy, Netherlands (muscles of lower limb) Prof. em. Koos-Jaap (K.J.) van Zwieten, PhD, anatomist, Hasselt University, dept. of Anatomy, Belgium (nerves and blood vessels of lower limb review) Prof. dr. Evie (E.) Vereecke, PhD, anatomist, KU Leuven Campus Kulak, Dept of Development and Regeneration, Belgium (muscle review of lower limb) Prof. em. George J.R. Maat, MD, PhD, anatomist, forensic anthropologist, Leiden University Medical Center, dept. Anatomy & Embryology, Netherlands (bones and articulations) 3D modeller: Eungyeol Lee, BFA, MSI, medical artist, 3D modeller, Leiden University Medical Center, dept. Anatomy & Embryology, Netherlands Web model: Daniël Jansma, MSc, anatomist, e-learning developer, Leiden University Medical Center, Netherlands This model is a further elaboration of the 3D models by the BodyParts project, and the Z-Anatomy project. Free to use if you follow the CC BY SA license.

Website

O. Paul Gobée, Eungyeol Lee, Daniël Jansma, BodyParts Project, Z-Anatomy project