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HOW
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WHAT
MindLabs is a partnership that wants to use the possibilities of Artificial Intelligence (AI) for:
We are building a vibrant ecosystem from the "Tilburgse Spoorzone" in which our network, mutual cooperation and innovation grows best:
open, learning, challenging, connecting,
entrepreneurial, creative and ethically responsible.
We organize knowledgesharing and discussion that lead to innovative research and developmentprojects, we stimulate entrepreneurship and build a strong brand.
We join national and European networks and actionprograms and are committed to recruiting subsidies to fund our shared ambitions.
MindLabs combines the commitment and expertise
for this of the founders:
with that of companies, government and other organizations.
Together we are able to develop new knowledge and innovative applications of AI, more and faster.
We focus on interaction between human behavior and smart technologies such as:
Maximum of 2 months
All events in March are
postponed due to Corona prevention.
All events in april are
postponed due to Corona prevention.
2-4: Girls in ICT day
9-4: Monthly MindShare - Deprez - 16.00 - 17.30 hrs - more info will follow
16-4: Cashing your talent (in Dutch) - Deprez
23-4: Partnerevent - Interpolis - 16.00 - 18.30 (by invitation)
7-5: Monthly MindShare - Deprez - 16.00 - 17.30 hrs - postponed
15-5: Opening Startup Kitchen - due to Corona, small group of invitees
26-5: Webinar AI in de zorg: Benut de kansen!
All events in June & July are
postponed due to Corona prevention.
4-6: Monthly MindShare - Deprez - 16.00 - 17.30 hrs - more info will follow
8/13-6: Dutch Technology Week - more info will follow
2-7: Monthly MindShare - Deprez - 16.00 - 17.30 hrs - more info will follow
Weeknr:
37 - Partner event (t.b.d.)
38 - Topklas en Monthly MindShare (Daniel Richardson (UK)
40 - Partner event (t.b.d.)
43 - Dutch Design Week
44 - Den Bosch Data Week
44 - Partnerevent (t.b.d.)
45 - Yearevent MindLabs
Project descriptions
Partners: Tilburg University, Fontys, ROC Tilburg, BUAS Breda, Amphia Hospital, Maxima Medical Center and Spaarne Gasthuis, BlueTea, IC3D Media, Indicia, Noldus, Samure, Visionair3D, the Dutch Aerospace Center
Supervisor: Max Louwerse, hoogleraar Cognitieve Psychologie en Kunstmatige Intelligentie
Purpose: Virtual humans communicate in VR-environments through speech, facial expressions and actions with their human users. Avatars can be deployed in many areas, especially where interaction is important. For example, they can help train nursing staff or clarify patient education.
Product: Virtual people (avatars) who can be used for health care training.
Broader application? VIBE stands for Virtual humans in the Brabant Economy. Avatars can be deployed much more widely. For example by companies for information sharing or customer contacts.
Prof. Max Louwerse: “Knowledge in the field of virtual reality is increasingly distributed across knowledge institutions and companies. What makes VIBE special is not only that we develop virtual interactive avatars, but that the project also provides an incentive to combine distributed talent from different partners into an ambitious project. VIBE therefore fits exactly within the idea behind MindLabs: the collaboration between Tilburg University, Fontys, and ROC Tilburg, the business community and the municipality of Tilburg and the province of Noord-Brabant. ””
Partners: The Fieldlab is set up (virtually or physically) at 4 locations: on the Aerospace and Maintenance Campus in Gilze-Rijen (hard technology, chemistry), at Tilburg University (human aspects) and in two Living Labs at Sitech Services and FujiFilm. In combination with the Living Labs for the chemical and process industry, it is unique worldwide.
Supervisor: Prof. Max Louwerse
Purpose: Predictive maintenance, i.e. maintenance for chemical and process companies made 100% predictable, which significantly improves the productivity, availability and safety of production equipment, at lower costs. Factory output will be increased.
Product: The abbreviation CAMPI-ONE stands for Condition-Based Maintenance (CBM) for the Process Industry - Open Network Environment. It is a Fieldlab that offers companies, educational and knowledge institutions the opportunity to experiment with the latest techniques, innovations in the field of condition monitoring and big data by developing and demonstrating and training staff.
Broader application? CBM of production facilities can grow into a beautiful export product. Moreover, it is expected that the CAMPIONE infrastructure can be used to stimulate innovations in the field of Big Data and Human Factors within other sectors.
Partners: Tilburg University and ArtRecognition (Lausanne)
Supervisor: Prof. Eric Postma
Purpose: To determine the authenticity of works of art
Product: a tool capable of evaluating the authenticity of a work of art by analyzing its photographic reproduction. The system is based on advanced AI technologies. It is fast, reliable, non-invasive and unbiased. It can be applied to many works of art at once.
Broader application? By offering this program to the art world, we want to contribute to the integrity and transparency of the art market.
Partners: Tilburg University, Stichting Overview Effect (and their partners)
Supervisor: Prof. Max Louwerse
Purpose: To investigate innovation in the education system, from primary school to university. We want to develop a learning program in which children learn without being aware of the fact that they are learning. This can be achieved by using Virtual Reality in combination with artificial intelligence and serious gaming. The project evaluates the effectiveness of learning using VR.
SPACEBUZZ: Inspire children to become ambassadors for the fragile earth. The SPACEBUZZ program uses the latest technologies to teach children in a playful way on topics such as space, earth, science and technology.
Product: A revolutionary non-profit VR education program, developed in collaboration with ESA astronaut André Kuipers. The SPACEBUZZ goes free to primary schools. The concept has been warmly received by astronauts from around the world during the 50th anniversary of the moon landing in Houston.
Broader application? VR - in combination with artificial intelligence and serious gaming - can be used well for education, training and retraining of workers in organizations within the context of Lifelong Learning.
Partners: Tilburg University, Bloodbank Sanquin
Supervisor: Lisanne Huis in 't Veld
Purpose: To provide solutions to people who have a fear of needles.
A major problem with the physical and emotional stress reactions that can arise before or during the injection is that they occur gradually and unconsciously. In addition, they are only visible "to the naked eye" when they are strongly present. Therefore it is difficult to influence it. The research therefore focuses on developing a method that can see how someone is doing, based on facial data, before the person can see or feel this themselves.
Product: We think that a neuroscientific technique called "biofeedback" can offer a solution. We are developing a game that can not only provide the user with insights into their own emotional and physical reactions, but also with which he / she can learn to manage and prevent stress reactions.
Broader application? For instance applications aimed at reducing other fears.
Partners: Fontys School of Journalism, Tilburg University, De Persgroep, Dutch Association of Investigative Journalists (VVOJ), Publishing Association NDP Nieuwsmedia
Supervisor: Jorge Alves Lino (lector Fontys), Prof. Emiel Krahmer (Tilburg University)
Project goal: Robot journalism. New opportunities for Natural Language Generation are being explored.
The project includes:
Product: PASS (Personalized Automated Soccer System) that automatically generates soccer-related news reports.
Broader application? Robot journalism can be applied much more widely.
Partners: Tilburg University, Eindhoven University of Technology, Philips Research
Supervisor: Travis Wiltshire
Purpose: In case of accidents, calamities, disasters and attacks, fast and good teamwork can save lives and limit damage. Wearable technologies can play an important role in this. This project connects the creative industry with medical and team experts to develop standards for wearable technologies that increase the responsiveness of teams in crisis situations.
Product: Wearable technology standards that increase the responsiveness of teams in crisis situations.
Partners: European collaboration between 5 universities and 2 companies: Tilburg University, Utrecht University, University of Bielefeld (Germany), the University of Plymouth (Great Britain), Koç University (Turkey), SoftBank Robotics Europe (France) and QBMT / Zora Robotics (Belgium).
Supervisor: Paul Vogt
Goal project: The younger children start learning a second language, the better they master that language later. Nowadays children often learn a second language from teachers (or others) who do not speak the language themselves perfectly at an older age. It also appears that children learn one-on-one more, while the teacher or master at school usually does not have time to start one-on-one with children.
The research aims to develop a social robot that can teach preschoolers a second language. We will investigate how much the children learn from a robot in different situations. In some cases, for example, we compare how children learn:
Product: A social robot that can be used to support children, one on one and from an early age, in learning a second language. The results of the research help us to develop the robot in such a way that the children learn as much as possible from the language lessons and enjoy working with them.
Partners: Tilburg University, Twente University of Technology, Twente Fire Department
Supervisor: Prof. Pieter Spronck
Purpose: Data2Game investigates how the content of serious games can be automatically adapted to the learning needs of individual players. The project focuses on narrative games for training decision-making skills, such as those developed by project partner Thales / T-Xchange.
Product: Games in which virtual advisors advise the player on specific dilemmas. In Data2Game, these advices are automatically generated. The content and level of difficulty are adapted to the needs of individual players, based on data on their behavior inside and outside the game.
Partners: Port of Rotterdam Authority, Brightcape - TiU, Fontys, ROC Tilburg
Supervisor: Michal Klincewicz, Elisabeth Huis in 't Veld, Tilburg University
Purpose: Transferring knowledge and decision-making skills from planning experts to new personnel.
The research includes:
Product: Digital application that simulates decision-making. Prototype of a game for recruiting, selecting, training, motivating and retaining new employees.
Broader application: Possible in the chain that facilitates shipping in the transport corridor between the Port of Rotterdam Authority and hubs in Brabant.
Partners: Royal Airforce, TiU, Fontys, ROC Tilburg
Supervisor: Maryam Alimardani, Travis J. Wiltshire, Tilburg University
Problem: Training in cockpitsimulators has some disadvantages (costs). How effective is VR pilot training compared to cockpit simulators? To what degree can effective learning be measured through neurophysiological responses (and used for integrated feedback)?
Partners: TiU, Fontys, ROC Tilburg, Actemium, Cargill, CastLab
Supervisor: Wendy Powell, Andrew Hendrickson
Purpose: What is the effectiveness of VR-training in engineering and maintenance tasks?
We investigate possible factors that may influence the quality of learning: delivery method, training diversity, training schedule and frequency ("dosage"), training content, training domain, gamification, learner involvement, etc.
Partners: Interpolis, Municipality of Tilburg, CastLab, TiU, Fontys, ROC Tilburg
Supervisor: Tilburg University
Problem:
Product: Achieving effective risk communication / preventive policy by applying data science.
Impact on other partners: The data science technique can be applied to all kinds of issues, provided that sufficient data is available.
Partners: TiU, Fontys, ROC Tilburg, WPG / Zwijsen, SPACEBUZZ, TimeAware,
Supervisor: Marie Postma, Merel Jung, Tilburg University
Purpose: To design, develop and test a procedure for virtual
build trainers for education, including their embodiment and voice.
Products:
Building a digital copy of a specific individual (Willem van Oranje and André Kuipers) using photogrammetry. Generate exact voice: train person's voice (e.g., Google Tacotron) with machine learning techniques. Open source packages are not yet optimal for the Dutch language.
The virtual trainers move in a realistic space: 3D avatars in 2D worlds (painting, photo, film).
Because an existing character is simulated: developing privacy, ethics and portrait rights.
Broader application: This innovative teaching technique will lead to innovations in education (resources), resulting in better-trained MidWest Brabant residents. Moreover, the 'overview effect' (SPACEBUZZ) will create support for the major transition in society and the economy.
Partners: Interpolis, Fontys, ROC Tilburg
Supervisor: Fontys ICT
Problem:
Product: Explorative research by students, used for making solutions as a stable bike etc.
Impact on other partners:
Partners: Municipality of Tilburg, Fontys ICT, ROC Tilburg
Supervisor: Fontys ICT
Problem: Waste dump is an important factor in residents' appreciation of the public space. The causes of waste dump next to underground containers are unknown. The municipality wants to investigate how this behavior can be prevented.
Product: The first phase investigates by applying sensors and data science techniques whether the filling level of underground containers is related to waste disposal.
Impact on other partners: The data science technique can be applied to all kinds of issues, provided that sufficient data is available.