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Wed 22 April 2026, 13:00 - 17:00
Held in English, online at Digidaar.

How can a social or a cultural institution extend its reach into the virtual realm? Is this even something to strive for, or to resist?

This workshop will be a critical reflection on the use of virtual spaces within the broader cultural sector.

Please register for this workshop through this form

Avatar bezoekt virtueel museum Digidaar

Wed 22 April 2026, 13:00 - 17:00. Held in English, online at Digidaar.

How can we make use of virtual spaces for cultural and social outreach work? We will explore the current state of the technology and its various possibilities, as well as examining its implications more broadly.

What kind of differences in communication and engagement could the transition to virtual platforms bring with it? How do we navigate the varied field of existing platforms, and to what extent should we, or could we, function independently from them?

During the first half, we invite speakers to discuss their own practical experiences with the use of these new technologies. The goal is to hear from voices in the cultural, social as well as the technological sectors on their experiments. How did they attempt to integrate virtual public spaces into their existing outreach work? How were these experiments received by the public? What lessons can we learn? 

For the second half, we would encourage attendees to participate in collective discussions, first in smaller groups and subsequently also collectively. The groups would build on the preceding presentations, giving participants a chance to reflect on possible strengths and weaknesses of virtual public spaces for their own practice. In a final collective panel discussion, common threads in these discussions can then be unravelled.

Please register through this form to receive updates in your mailbox.

Timetable

13:00 Fady Labib & Dhiaa Biya (Amsab-ISH)
Intro to Digidaar and to themes of the workshop 
13:25 Fred Truyen & Zoë Vandenhende: DigitGLAM (KUL)
IMPULSE: A second look? Heritage through 3D glasses
13:50 Anke Berckmans (Kom op tegen Kanker)
#RIProken: Innovative campaign against smoking and vaping via Fortnite
14:15 Kristof Timmerman (AP Antwerpen)
14:40 Hatim Rachidi (Inclusion Lab)
15:00 Break
15:15 Lukáš Černý (Space Makers)
From idea to execution
15:35 Discussion: Break-out rooms
16:00 Discussion: Collective conversation
16:30 Closing reception: a chance to further explore Digidaar as well as connect with the other participants

Speakers

Digidaar: the virtual museum

Fady Labib & Dhiaa Biya (Amsab-ISH)

Digidaar is a virtual museum and archive center that resulted from a collaboration between Amsab-ISH, Voem vzw, and Space Makers. Based on the archives of Voem, we set out to create a virtual space which allowed people to delve into Voem's history, as well as discover new artworks inspired by this heritage and connect with like-minded individuals. The result is a dynamic space which has encouraged creativity from various parts of Voem's broader community. 

DigitGLAM

Fred Truyen & Zoë Vandenhende (KU Leuven)

The IMPULSE project (IMmersive digitization: uPcycling cULtural heritage towards new reviving StratEgies), funded by Horizon Europe, is advancing digital cultural heritage by creating immersive, collaborative, and interactive experiences that engage a wide range of audiences. Through a series of workshops, the project has been exploring a different kind of engagement with heritage collections from across Europe, enabling richer digital storytelling through adaptive reuse.

#RIProken

Anke Berckman (Kom op tegen Kanker)

Especially for young people who like to game, Kom op tegen Kanker developed the #RIProken Lab Escape in the well-known game of Fortnite. In this map players are tasked with locking up Smokezilla and his clones in an underground laboratory before they can infect the world. This fits in a broader campaign for which we also work together with famous gamers such as Gamemeneer, DikkeSvekke en Twoosie.  

Immersive Lab 

Kristof Timmerman

Inclusion Lab

Hatim Rachidi

At Inclusion Lab, we use Virtual Reality (VR) and interactive applications to make STEM learning more engaging and accessible for young people and vulnerable groups. Through immersive technologies, participants explore science, technology, engineering, and mathematics in a practical and motivating way. We use several innovative tools to help develop digital skills, stimulate curiosity, and strengthen confidence in STEM through an inclusive and innovative learning environment.

Space Makers

Lukáš Černý 

Practicalities

The event will be held online at Digidaar