Video Box TL
Video BoxTeaching LabREAD MORE The VideoBox Teaching Lab The Video box is a soundproof mini studio (max 1 person) in which you can record educational
Video BoxTeaching LabREAD MORE The VideoBox Teaching Lab The Video box is a soundproof mini studio (max 1 person) in which you can record educational
Live Events READ MORE NMC Live We create immersive experiences that connect you with your audience by recording and live streaming events. Imagine that
TU DelftLecture CaptureREAD MORE Collegerama Collegerama is a TU Delft on-campus lecture capture & archiving service provided by the NewMedia Centre which allows you to
Graphic DesignInterspeech 2025READMOREGraphic DesignHistory of Safety ScienceREADMOREGraphic DesignFuture horizonsREADMORE Graphic Design We are design wizards and experts in visual communication. We help to communicate ideas

The Life Sciences and Technology Bachelor’s programme is continuously evolving and innovative. A new promotional video clearly explains its content and highlights opportunities after graduation, giving prospective students an engaging and up-to-date overview of the programme.

TU Delft staff regularly take part in Performance and Development Reviews to reflect on progress and set future goals. To emphasise the importance of these reviews, a short, dynamic video was created to accompany each review invitation.

In collaboration with NMC Live, we developed the event’s opening sequence. What began as an energetic video designed to immediately engage the audience evolved into a powerful showcase of everything TU Delft has achieved in recent years.

Pop-up and movable books captivate with their interactive artistry, yet their fragility limits access—especially in archival collections like the KB. Through an innovative collaboration between KB and TU Delft’s XR Zone, researcher Willemijn Elkhuizen explores how mixed reality (XR) can preserve and transform these delicate treasures. By translating the sensory and emotional qualities of pop-up books into digital and hybrid experiences, the project opens new avenues for engaging and safeguarding cultural heritage.

What happens when a robot helps you shop? This question shaped a groundbreaking project led by Dr. Marco Rozendaal, where VR simulations in a supermarket explored how people and robots interact in public spaces. By blending design, theatre, and puppeteering, the research revealed how robots can earn trust and acceptance—not through perfect programming, but by designing behaviors that feel meaningful and socially appropriate.

The IoT Bridge connects Grove-based IoT sensors to Unity and Unreal, enabling real-time data use in XR and game projects. With a Raspberry Pi image and engine plugins, it allows students and researchers to create immersive, sensor-driven experiences and explore innovative Serious-Game and XR applications.