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HBO/WO

MBO

July 10, 2026

Corpus Synodalium

Throughout the later Middle Ages, bishops across Latin Christendom promulgated provincial canons and diocesan statutes to guide the clergy and instruct the faithful. Offering direct access to more than 1700 of these texts (many transcribed directly from manuscripts or rare early printings), Corpus Synodalium allows users to explore and compare these texts using a variety of simple text analysis tools (including fuzzy and faceted searches, collocation, and time series). In addition, users can look for spatial patterns within the text corpus by exporting search results to the first-ever digital atlas of the dioceses and ecclesiastical provinces of late medieval Latin Christendom. The project website also includes a working repertory of the extant synodal statutes and provincial canons from 1200-1500, which lists their date, location, issuing authority, principal sources/editions, and more.

Website

Rowan Dorin

July 10, 2026

Conductus: Cantum pulcriorem invenire

CPI is a database of conductus, sacred but non-liturgical chants used in the processions; conductus were especially popular in France from the 12th to the 13th century. The database is presented in a column arrangement through which one can search by conductus, manuscript, form, “syllabic/melismatic,” and the stanzas transmitted. For each entry, CPI presents the text of the poem, the music format, rhyme scheme, metrics, and other information about the text and music of the chant. There is also basic search functionality and a PDF guide for using the catalog. The catalogue may be searched or browsed by the incipit of the conductus, source manuscript, stanzaic form, syllabis/melismatic, and stanzas transmitted. Each entry includes the author, title, and text, information about editions if available, and manuscript witnesses, some with linked images on third-party websites (copyright may vary).

Website

Gregorio Bevilacqua, Mark Everist

June 30, 2026

Interactive video - using pipettes

This video explains the use of six different pipettes, regular -, or multichannel pipette, a pipetteboy, repeating pipette, positive displacement pipette or balloon pipette. Interactive elements can be applied to allow students to choose which pipettes to learn more about. Use the attached H5P file to create an interactive video.

Video

Marjo de Graauw, Maayke van Ruler

June 30, 2026

Integrating GenAI into your classroom

This e-module is aimed at lecturers and teaching assistants who want to learn more about the responsible use of GenAI in higher education and the impact it can have on your teaching. Please note: this e-learning course was created using the Wikiwijs editor and is still under construction.

Website

Community voor Docentontwikkeling

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

March 24, 2026

How to edit the terrain in Unity

Main concepts Unity Terrain as an editable ground surface Terrain Tools toolbar and its main categories Terrain sculpting using brushes, size, and opacity Painting terrain features such as textures, trees, and details Terrain settings and built-in documentation Learning goals After this lesson, learners will be able to: Identify what a terrain is and how it is used in a Unity scene Locate and navigate the Terrain Tools in the Inspector Modify terrain height using raise/lower, set height, smooth, and stamp tools Add and remove terrain features such as textures, trees, and details Access Unity documentation to further understand terrain settings Key takeaways Terrain editing in Unity is done through a dedicated set of tools in the Inspector Brush size controls the affected area, while opacity controls the strength of changes Different tools serve distinct purposes, from sculpting terrain shape to adding visual detail Modifier keys like Shift and Ctrl change tool behavior for lowering or erasing elements Terrain settings allow fine-tuning and are supported by extensive official documentation Further exploration Search terms: Unity Terrain Tools overview Unity terrain sculpting brushes Paint texture terrain Unity Unity paint trees and details Next steps: Experiment with combining sculpting and texture painting for realistic landscapes Try creating connected terrains using neighbor terrains Explore performance considerations when using trees and details Review Unity’s terrain documentation to adjust advanced terrain settings

Video

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

March 24, 2026

Introduction to working with Unity

Main Concepts Unity Editor interface and its key windows: Scene, Game, Project, Hierarchy, Inspector, and Console Basic navigation and object manipulation tools: Hand, Translate, Rotate, and Scale Managing assets and scenes within the Project window Understanding the Hierarchy window as a representation of scene objects Using the Inspector window to view and edit object properties Identifying and handling errors and warnings in the Console window Learning Goals Identify and describe the function of each main Unity Editor window Navigate and manipulate objects within the Scene view using basic tools Locate and manage assets, scripts, and scenes in the Project window Understand the relationship between the Hierarchy and Scene windows Use the Inspector window to configure objects and preview assets Recognize and communicate error messages effectively using the Console window Key Takeaways The Scene and Game tabs serve different purposes: editing vs. playing your scene The toolbar tools are essential for positioning, rotating, and scaling objects Assets in the Project window can be dragged directly into the scene or hierarchy Duplicating scenes allows for creating multiple levels or versions of your game The Inspector window provides detailed control over object properties and asset previews Clear communication about errors, supported by screenshots, helps developers resolve issues faster Further Exploration Search for “Unity Editor interface overview” Search for “Unity scene navigation and manipulation tools” Search for “Managing assets and scenes in Unity” Search for “Using the Unity Inspector window” Search for “Unity Console errors and debugging”

Video

Lucia M Rabago Mayer, Jordi Weldink, Amanda Poulin

March 24, 2026

Pair your Meta Quest Device to the PC

Main concepts Pairing a MetaQuest headset with a PC MetaHorizon Link as the software used for PC VR setup Wired PC VR connection using a link cable Account requirements for using Meta software PC VR workflow where the PC renders and the headset displays Learning goals After this lesson, learners will be able to: Explain what pairing a MetaQuest with a PC means Identify the requirements for setting up PC VR Install and launch the MetaHorizon Link desktop application Connect a MetaQuest headset to a PC using a link cable Complete the initial pairing and verification process Key takeaways Pairing is required to enable PC VR streaming or execution A Meta account is mandatory to use Meta PC software MetaHorizon Link manages the connection between headset and PC A wired link cable offers a reliable first-time setup option A successful pairing is confirmed by device recognition and connection checks Further exploration Search terms: MetaHorizon Link PC VR setup MetaQuest link cable vs Air Link PC VR requirements MetaQuest MetaQuest device pairing troubleshooting Next steps: Test PC VR performance with a simple VR application Explore Air Link for wireless PC VR streaming Review Meta documentation for advanced PC VR settings Verify PC hardware compatibility for demanding VR experiences

Video

Lucia M Rabago Mayer, Jordi Weldink, Amanda Poulin

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

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