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- 09 AprHyperbody's METABODY team collaborates with the TU Delft Robotics Institute to develop the HYPER LOOP
- 26 MarHyperbody's Robotic Building (RB) team hosts Delft Robotics Institute's monthly organised RoboCafé.
- 20 FebHyperbody Guest Researcher Serban Bodea presents the Robotic 3D Printing project at the BEMNext colloquium, CiTG, TUDelft
- 19 FebAchilleas Psyllidis collaborates with the Amsterdam Institute for Advanced Metropolitan Solutions (AMS)
- 09 FebRobotic 3D printing project prototypes will be exhibited and presented at Week van De Bouw (Construction Week) in Utrecht
- 03 FebDr. Nimish Biloria lectures at the Design-Lab, Swedish School of Textiles, University of Boras, Sweden.
- 23 JanFinal Review MSc1&3 Vertical Studio: Continuous Variation (M4H, MerweVierhavens)
- 09 JanAchilleas Psyllidis and Delft Social Data Science Lab researchers present and participate at TU Delft's 173rd anniversary
- 12 DecSina Mostafavi lectures at AA school, Algorithms and Actualization Symposium
- 10 DecFootprint 15 edited by Henriette Bier (TUD) and Terry Knight (MIT) is now available online
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Presentation of the paper "Immersive, interactive, unconventional virtual environments, enhance creativity" by Alireza Mahdizadeh Hakak and Nimish Biloria at the second iVERG annual conference held on 27th and 28th of June in Middlesbrough, UK.
Paper abstract
iVERG (International virtual environment research group)
iVERG is a group of collaborating academics and professionals from universities worldwide. Research on virtual environments for use in learning and teaching is diverse and complex and draws upon specialisms in education, computing, sociology, psychology and anthropology.iVERG is a group of collaborating academics and professionals from universities worldwide. Research on virtual environments for use in learning and teaching is diverse and complex and draws upon specialisms in education, computing, sociology, psychology and anthropology.
It has an important contribution to make to the effective uses of these environments which are being increasingly taken up by a wide range of educational institutions worldwide. Although they have an intrinsic appeal founded upon their origins within gaming and social networking, immersive virtual environments need research informed practice to ensure their effective educational use.