Video Box
Video Box READ MORE The VideoBox The Video box is a soundproof mini studio (max 2 persons) in which you can record educational and promotional videos.
Video Box READ MORE The VideoBox The Video box is a soundproof mini studio (max 2 persons) in which you can record educational and promotional videos.
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
PodcastBox High quality audio recordingREAD MORE The PodcastBox The Podcast box is a soundproof mini studio (max 4 people) where you can record podcast or

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.

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.

The Radioactivity project uses VR to make learning safe and immersive, letting students explore radiation through realistic experiments while teachers guide remotely. By overcoming safety limits and instructor shortages, this innovative VR app democratizes access to hands-on science, transforming how students experience and understand radioactivity across classrooms everywhere.

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.