Software engineering, semantics and immersive technology — applied across many domains
My research combines software engineering, semantics and immersive technology, applied across domains such as education, sustainability, consumer research, legal technology and health.
Architectures robust, reusable and maintainable software.
Systems that adapt services and recommendations to a person's context, preferences and needs
Capturing the domain knowledge of experts and translating it to create context-aware services.
Reusable, modular game elements and design with applications in education and sustainability competencies as well as health and wellbeing.
Immersive experiences spanning adaptive video streaming and quality of experience, experimental auctions, rehabilitation and exposure therapy.
Challenge-based and project-based learning, design thinking and serious games for higher education
As (co-)promotor or principal supervisor.
Partners: Faculty of Psychology & Educational Sciences (UGent), Faculty of Rehabilitation Sciences (UAntwerpen)
A personalized digital health intervention helping cancer survivors increase physical activity through a dual-layer recommendation system that combines ontology-based filtering with machine-learning ranking, evaluated in real-world settings.
Partners: University of Groningen, University of Bern, Uppsala University, Georgia State University, Ghent University
A hybrid serious game empowering students to become agents of sustainable change, building sustainability competencies (GreenComp) through discipline-specific and cross-disciplinary, international collaboration.
A co-creation methodology that reduces design complexity and improves reusability and evaluation of personalization strategies, applied to a serious game supporting emotion regulation in children with Autism Spectrum Disorder.
Partners: RIDDL (Psychology & Educational Sciences), IDLab & CMST (Engineering & Architecture), HOGent
Validating a smart sock that detects movement patterns related to autism in young children, enabling earlier screening and faster referral towards appropriate care.
Partners: Department of Information Technology & Department of Agricultural Economics (UGent)
Using a marketing-mix lens and VR technology in experimental auctions to better understand consumer preferences and willingness-to-pay for sustainable, insect-based foods. Two PhD students supervised.
Determining when, how and to whom prompts to stand or move should be delivered, bringing largely automatic sedentary behaviour into conscious awareness to promote healthy aging.
Partners: University of Antwerp, Ghent University, UZ Antwerp, KU Leuven & UZ Leuven
An eHealth program combining pain-science education with promotion of an active lifestyle, delivered via a chatbot and wearables, personalized through decision-tree algorithms to reduce pain-related disability in breast cancer survivors.
Partners: Department of Health Psychology & Department of Information Technology (UGent)
A context-aware, personalized eHealth intervention that takes into account preferences and barriers to improve the quality of life of cancer survivors.
Partners: Department of Health Psychology & Department of Information Technology (UGent)
A context-aware, personalized system for promoting an active lifestyle, built on an instance model and validated with single-case experiments. Two PhD students supervised.
Partners: PreviewLabs, Bazookas, The Human Link, Van Roey, imec, IDLab, mict (UGent)
A personalized, emotion-aware blended-care solution for anxiety disorders, combining wearable physiological monitoring, adaptive VR exposure therapy and a motivational mobile coaching app.
Interdisciplinary Consortium with Societal Impact (BOF). Boosting healthy aging through translational research, societal outreach and valorization, bridging science and society.
Interdisciplinary Consortium with Societal Impact (BOF). Bringing researchers together with policy makers, entrepreneurs and civil society to steer digital innovation towards desirable outcomes.
Interdisciplinary research on health behaviour change using innovative technologies, spanning movement sciences, psychology, public health and computer science.
A scientific research community grouping expertise in the field of biomedical engineering.