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25 juni 2026

The Medieval Podcast | The Peasant Kitchen with Luis Almenar Fernández

So often, we see the homes - and lives - of peasants represented as drab and empty. But the reality is bright, busy, fashionable, and colourful. This week, Danièle speaks with Luis Almenar Fernandez about how peasants stored and cooked their food, how they used food culture to build relationships, and the beautiful, fashionable objects to be found in a medieval home. 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, Luis Almenar Fernández

15 april 2026

3D Printed Glass Fabrication and Applications

In this video, Michael Stern, artist, engineer, scientist, designer, and co-inventor of molten glass 3D printing, traces glass fabrication from traditional blowing to additive manufacturing. He shares how he first encountered glass, what drew him to 3D printing, and how his parallel passions for mechanical engineering and glassblowing eventually converged into the invention of a new process. The 3D printing process involves a printer that works by heating a crucible of molten glass, which flows through a nozzle while a build plate moves layer by layer. The object is typically built over the course of 20 minutes to two hours, depending on its size. Rather than forcing the material, Stern emphasizes that working with glass requires listening to it, as it is a "loud material" with its own opinions. He advises those learning and working with glass to break challenges into small, unremarkable steps, given that innovation is simply the result of adding those steps together over time. The video was produced by the Open GLASSroom project. Special thanks to Michael Stern 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

Michael Stern

24 maart 2026

How to change the color of an object in Unity

Main concepts Materials as the way to define an object’s visual appearance in Unity The Albedo color property for changing an object’s color Applying a material to a GameObject via the Mesh Renderer Learning goals After this lesson, learners will be able to: Create a new material in Unity Change the color of a material using the Inspector Apply a material to a 3D object to change its color Key takeaways Object colors in Unity are controlled through materials, not directly on the mesh The Albedo property defines the base color of a material Drag-and-drop is a simple way to assign materials to objects Further exploration Search terms: Unity materials basics Albedo color Unity Mesh Renderer material assignment Next steps: Experiment with different colors and materials on multiple objects Explore other material properties such as metallic and smoothness Try using the same material on multiple objects to see shared behavior

Video

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

24 maart 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

24 maart 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

24 maart 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

24 maart 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

19 maart 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

12 februari 2026

Byzantium & Friends | 150. Why were pseudo-Arabic inscriptions placed on churches in Greece?, with Alicia Walker Thursday Feb 12, 2026

A conversation with Alicia Walker (Bryn Mawr College) on the pseudo-Arabic inscriptions (or pseudo-kufic) that appear on a number of tenth- and eleventh-century churches in Greece, most notably at the monastery of Hosios Loukas. What did the Arabic script signify in Orthodox culture at the time if not tension with Islam? The conversation is based on Alicia's essay 'Letters from the Edge: Mapping Pseudo-Arabic between Byzantium and the Near East,' in E. Bolman et al., eds., Worlds of Byzantium: Religion, Culture, and Empire in the Medieval Near East (Cambridge University Press 2024). Alicia also prepared a video version of our conversation with images of the places and objects we discuss: you can find it at https://www.youtube.com/watch?v=wqoBeFpWots

Audio

Anthony Kaldellis, Alicia Walker

7 november 2025

The Matter of Hospitals

This book invites readers to discover never-before-told stories of hospitals through an unusual assortment of materials, offering a unique and timely glimpse into one of society’s most feared, essential, and sensorially rich institutions. Hospitals, with their distinctive smells, acute pain, births, writhing bodies, incessant beeping, endless waiting, cardboard food and never-ending corridors, have fascinated writers for centuries. Edited by the prize-winning author of A Sensory Education and Making Sense of Medicine, this book shares a never-before-told story of hospitals through an unusual collection of objects. A great deal that matters happens in hospitals – from new life to the end of life. There is also a great deal of matter, in its material form, within hospitals. Sometimes there is too much: when we see the mountains of clinical waste with dirty syringes and used gloves. Sometimes there is too little: when we saw empty pharmacy shelves during the pandemic. More often, matter circulates in ways that are taken for granted, invisible yet critical to how hospitals function. Each essay in this book takes the matter of hospitals as a starting point to explore broader themes. Organised alphabetically, The Matter of Hospitals investigates what we can learn from the institution’s materiality about creativity, waste, patient care, community, attention and design. From ‘A’ for atmosphere to ‘Z’ for zips, each essay is a close sensory study of what seem, on the surface, to be mundane things. Beautifully illustrated with artistic photographs and hand-drawn illustrations by the editor, The Matter of Hospitals offers an inspiring and unique examination of the stuff that so many of us take for granted, in a place that we never do.

Open (Access) Tekst Boek

Anna Harris