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HBO/WO

MBO

24 maart 2026

Working with GitHub Desktop and Unity

Learning Goals Understand what GitHub is and how it integrates with Unity projects Navigate Unity project folders and scenes relevant to version control Perform basic GitHub operations: commit, push, fetch, and pull Recognize the benefits of making small, descriptive commits Learn how to revert changes to maintain project stability Key Takeaways GitHub helps track and manage changes in Unity projects efficiently Making frequent, small commits improves collaboration and error recovery Commit comments should be clear and descriptive for better project history Reverting commits allows you to undo mistakes without losing progress Pulling changes ensures all team members stay synchronized Further Exploration Search for “GitHub basics for Unity developers” Search for “How to use GitHub commit and push” Search for “Version control best practices in game development” Explore “Git revert vs reset” commands Read about “Collaborative workflows with GitHub and Unity”

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

24 maart 2026

Enable Link Mode on your Meta Quest

Main concepts Link mode (PCVR mode) on MetaQuest Streaming or running VR content from a PC to the headset Activating Link mode from within the headset Visual indicators that confirm Link mode is active Exiting Link mode safely Learning goals After this lesson, learners will be able to: Explain what Link or PCVR mode is and when it is used Enable Link mode on a paired MetaQuest headset Identify the visual cues that confirm successful activation Access the PC-rendered VR environment through the headset Exit Link mode and return to standalone mode Key takeaways Link mode is the final step in setting up MetaQuest for PC VR The headset must already be paired with the PC before enabling Link mode A successful connection places the user in a gray grid environment The Meta button can be used to access menus if they are not visible Exiting Link mode returns the headset to standalone operation Further exploration Search terms: MetaQuest Link mode PCVR Enable Link MetaQuest MetaQuest PCVR environment Exit Link mode MetaQuest Next steps: Stream a Unity scene from the PC to the headset Test PC VR applications from the MetaStore Explore performance settings for PC VR Continue with Unity-to-Headset workflows in upcoming tutorials

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

15 maart 2026

Beyond Google Scholar

Students often struggle to find relevant literature for their thesis projects. The main aim of this tutorial is two-fold, namely to teach students (1) how to find relevant literature using various databases and search strategies and (2) how to critically reflect on the role of digital databases and Generative AI tools in their search process. The package includes a lecturer’s manual and two versions of the same tutorial: one with steps in Excel and one without. The tutorial can be delivered as an in-class workshop (2–3 hours) or assigned as a take-home assignment. The databases and tools used in this tutorial include Zotero, Google Scholar, Project MUSE, JSTOR, ChatGPT, and Excel. The tutorial can be used in any higher education classroom and is particularly suitable for courses that prepare students for writing a BA or MA thesis.

Document

Jasmijn van Gorp

5 februari 2026

Engineering Signal Analysis

Engineering Signal Analysis - Theory, is an introductory textbook on the analysis of signals in time and frequency. It takes an engineer’s perspective and discusses how to characterize, analyze and operate on signals. The basic theoretical concepts, Fourier series and transform, are explained in continuous time. It then introduces discrete-time signals, addressing how sampling and finite signal duration affect spectral analysis. It discusses the discrete Fourier transform and its use in spectral estimation. The book concludes with an introduction to linear systems and signal filtering.

Open (Access) Tekst Boek

Christian Tiberius, Max Mulder

1 januari 2026

Virtual sea-going marine science fieldwork with VirtualShip

Marine science relies heavily on fieldwork at and in the ocean for data collection. Consequently, marine science students need training in sea-going fieldwork. However, such training is expensive, logistically demanding, and environmentally burdensome because research vessels emit substantial amounts of CO₂. To provide students with an opportunity to experience the realities of working at sea, we developed a platform for virtual oceanic fieldwork: the VirtualShip Classroom, which provides Python code, exercises, and 360 videos as virtual reality (VR) covering different aspects of fieldwork such as expedition planning, sampling, and data analysis. Whenever possible, students work with authentic tools and realistic datasets, such as the Marine Facilities Planning platform for designing research expeditions. Basic programming skills are advantageous, particularly when students analyze self-collected data. Students formulate their own research question in a region of the global ocean of their choice. They then investigate this question with a virtual research vessel operated through the bespoke VirtualShip software. Instruments currently implemented for deployment or onboard use are ADCP, CTD, XBT, Argo floats, surface drifters, and underway temperature and salinity sensors. This collection of teaching materials is accompanied by a suggested workflow, which outlines a series of classes on virtual ocean research.

Document

Emma Daniels, Erik van Sebille, Jamie Atkins

25 september 2025

Information literacy (e-learning course)

With this e-learning course, students develop a basic level of information literacy. The module is designed for first-year students who want to master the basics of information literacy. The module is divided into five steps: orientation and specification, planning and searching, critical evaluation, organization and processing, and publishing and communication.

Website

Bibliotheek Hogeschool Arnhem Nijmegen

1 september 2025

Compass: Information Literacy

Information literacy skills help you to find, evaluate and process scientific information. The Utrecht University Library offers online training courses to build and strengthen these skills. The e-learning consists of four modules: Finding and accessing information Setting up your search Evaluating your sources Saving and using sources Attached to this edusources item, you can find the content and exercises of this module as plain text, and a link to the e-learning (UU login required).

Document

Universiteitsbibliotheek Utrecht

1 september 2025

Economics in the Digital Age: Insights and Applications

This book serves as an essential resource for both undergraduate and graduate programs due to its comprehensive approach to digital economics: Theoretical Integration: It integrates classical economic theories with the digital economy, demonstrating how traditional principles apply to new digital realities. Practical Frameworks: It provides actionable insights for analyzing digital market trends and monetization strategies, relevant for students, managers, and business professionals alike. Case Studies and Real-World Applications offer concrete examples of digital transformations, making complex concepts more accessible and useful for research and coursework. Advanced Analytical Tools: The book helps students develop the analytical skills needed to evaluate digital business strategies, market dynamics, and the broader economic impact of digital technologies. For professionals, this book provides strategic guidance on navigating the challenges and opportunities of the digital economy. By understanding the core economic principles behind digital business models, managers can make informed decisions on everything from digital marketing to product development, all while anticipating and mitigating risks like cybersecurity threats or regulatory changes.

Open (Access) Tekst Boek

Shilpa Samplonius-Raut