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MBO

28 mei 2026

The Medieval Podcast | Medieval Mass Expulsions with Rowan Dorin

The medieval period is well known for several large-scale and horrific persecutions, especially ones based on religious grounds. One of these is a succession of expulsions of the Jews from one kingdom after another. Persecutions like these don't just come out the blue. So, if we're going to understand them - and hopefully prevent them - we have to dig deep into the cultural ideas and purported justifications that they spring from. This week, Danièle speaks with Rowan Dorin about what usury is, how changing ideas of sin and foreignness shaped Europe, and how mass expulsion went from unthinkable to acceptable in the late Middle Ages. 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, Rowan Dorin

8 april 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

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

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

3 maart 2026

Quick and dirty reliability and factor analysis with SPSS syntax assignment

SPSS syntax assignment for teaching the basics of reliability and factor analysis. For when you need to teach or learn the basics but don't have a lot of time for it. Covers inter-item correlations, Cronbach's alpha, and factor analysis (unrotated, varimax and oblimin rotation). Uses European Social Survey data. Includes questions and some basic explanations. Intended to be used in conjunction with a preceeding lecture.

Document

Alex Lehr

6 december 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

20 november 2025

Byzantium & Friends | 144. The two millennia of Roman history, with Ed Watts Thursday Nov 20, 2025

A conversation with Ed Watts (University of California, San Diego) about his recent book, The Romans: A 2,000 Year History (Basic Books 2025), which covers two millennia of Roman history, down to 1204 AD. We talk about questions of scale in writing history, of continuity and discontinuity in the Roman experience, and what enabled this polity to last for so long. What insights does studying its second millennium (at Constantinople) cast on its first (at Rome), and vice versa?

Audio

Anthony Kaldellis, Ed Watts

29 februari 2024

Computational design for (industrial) designers using Rhino Grasshopper

This interactive textbook provides an educational resource into computational design for (industrial) designers. The book focusses on the use of computational design of products/artifacts at a human scale, which might be contrasted by the architectural/build environment scale – a domain which also extensively utilizes computational design principles and tools. Throughout the book, we make use of (commercial) computer-aided-design software, namely Rhinoceros®, and specifically the (build-in) module Grasshopper®. The lessons and knowledge base offered in this book focus on topics that are specifically relevant for and/or attuned to product design (scale), which are categorized in relation to its goal (e.g. design for personalized fit/comfort/aesthetics), by its means (e.g. design for digital fabrication), or for its role in the design process (e.g. for design exploration or design simulation). The book is intended for students both at bachelor and master level. As we believe in a learning-by-doing approach, we aimed for a hands-on, easy-to-get-started set of introductory lessons, which is complemented with a knowledge base. The introductory lessons do not assume any specific prior skills or knowledge (in general or with Rhino Grasshopper) to get started. Yet, (some) experience with computer-aided design (CAD), programming, data processing, and/or mathematics will likely be helpful to really delve into the more complex topics, such as those covered in the knowledge base. The book is currently used as course material in two courses taught at Industrial Design Engineering: “Prototyping with/for Digital Fabrication” (BSc level, part of the Minor Advanced Prototyping), and “Computational design for Digital Fabrication” (MSc level, Elective). The content in this book is in part based on course materials from the above-mentioned courses, which have been been taught to and applied by students with diverse (technical) backgrounds (e.g. industrial design, mechanical engineering, computer science, and electrical engineering). Other parts of the book are inspired by student (graduation) projects and/or follow from research activities by the various contributing authors.

Open (Access) Tekst Boek

Willemijn Elkhuizen, Anne van den Dool, Jose Martinez Castro, Wolf Song, Mehmet Ozdemir, Zjenja Doubrovski, Toon Huysmans

29 augustus 2023

Modern Distributed Systems

Distributed systems are the backbone of modern society but entail challenges in areas such as complexity and energy-use. Discover distributed systems from first principles, understand the architectures and techniques derived from them and explore examples of current practical use. This course will provide learners with a fundamental understanding (theoretical and practical foundations) of how cloud, edge, and big data processing systems work and how they address common challenges for distributed systems such as performance, resilience, and scalability. Modern IT infrastructure is built as distributed systems, an exciting concept that started with the first computers and evolved rapidly into its present form. From online video meetings to internet services, from social media platforms to online games, we all use and interact with distributed systems on a daily basis and increasingly depend on them. Designing and operating such large-scale distributed systems, however, is complex and typically involves making reasonable compromises. There are fundamental technical barriers as well as economic arguments why we cannot make these systems behave as if they were running on a single, perfectly reliable machine. In this course, learners will be introduced to the essential functional and non-functional concerns of distributed systems and the common problems encountered while designing them, such as consistency, availability, elasticity, and scalability. A variety of practical solutions that have been established in the leading tech industry in recent years will be reviewed. These provide re-usable building blocks to create new large-scale applications. These recent developments, especially around cloud computing, large-scale data processing, distributed machine learning, and other fields are often not reflected in textbooks and are absent from many traditional curricula but are at the heart of this course. The learning progress is assessed through a variety of different activities including quizzes, design exercises, experiments, and open questions, with peer review of other students’ solutions. In the final project, learners will design a distributed system based on the learners’ own experience and interests and describe the functional and non-functional properties of the system.

Website

Jan Rellermeyer, Alexandru Iosup