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Howest Summit

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Howest Summit
NameHowest Summit
TypeConference
LocationKortrijk, Belgium
Established2010
OrganizerHowest University of Applied Sciences
FrequencyAnnual

Howest Summit Howest Summit is an annual technology and creative industries conference held in Kortrijk, Belgium, organized by Howest University of Applied Sciences. The event brings together representatives from Howest University of Applied Sciences, Ghent University, KU Leuven, University of Antwerp, Vrije Universiteit Brussel and international partners such as University of Oxford, Massachusetts Institute of Technology, Stanford University and National University of Singapore to showcase projects in digital media, game development, cybersecurity and applied research. Delegates include staff from Microsoft, Google, Unity Technologies, Epic Games, IBM and cultural institutions like FlandersImage, Flemish Government, City of Kortrijk and European Commission initiatives.

Overview

Howest Summit functions as a nexus for collaboration between academia, industry and cultural organizations, attracting exhibitors from NVIDIA, Intel, AMD, Sony Interactive Entertainment, Samsung Electronics, Apple Inc., and research labs such as IMEC, imec.icon, Sirris, and VITO. The program highlights student work alongside startups incubated by Start it @KBC, imec.istart, Flanders Investment & Trade, and partners like European Space Agency, NATO Science and Technology Organization and UNESCO-linked projects. Media coverage has appeared in outlets including De Standaard, Het Laatste Nieuws, The Guardian, Wired (magazine), and IEEE Spectrum.

History

The summit originated from collaborations between Howest University of Applied Sciences faculties and regional stakeholders such as Provincie West-Vlaanderen, Kortrijk Xpo, Creatief Kortrijk, and Leiedal in response to initiatives led by Flanders Innovation & Entrepreneurship (VLAIO). Early editions featured partnerships with Belgian Game Developers Association, Flemish Audiovisual Fund (VAF), and exchanges with Royal Academy of Fine Arts (Antwerp), LUCA School of Arts, and Sint-Lucas School of Arts. Over successive years the event expanded to include panels with representatives from European Commission Directorate-General for Research and Innovation, Horizon 2020, Erasmus+, and networks like DIGITALEurope.

Organization and Program

The organizational structure combines academic departments—Howest Digital Arts and Entertainment (DAE), Howest Cybersecurity Research Group, Howest Games Programming, and Howest Business Management—with external partners including Agoria, Flemish Supercomputer Center, Belgian Defence, Belgian Chamber of Commerce, Flanders DC, and incubators such as Co.Station and Yes!Delft. The program features tracks on game production with engines like Unreal Engine, Unity, and CryEngine; sessions on artificial intelligence referencing work from OpenAI, DeepMind, ElementAI; and workshops using hardware from Raspberry Pi Foundation, Arduino, and BeagleBoard. Panels have incorporated policy perspectives from European Parliament rapporteurs, legal analysis citing Court of Justice of the European Union, and funding guidance referencing European Research Council grants.

Keynote Speakers and Participants

Keynotes have included figures affiliated with institutions and organizations such as John Carmack (id Software, Oculus), Gabe Newell (Valve Corporation), Jane McGonigal (Institute for the Future), Hideo Kojima (Kojima Productions), Tim Sweeney (Epic Games), and academics from Massachusetts Institute of Technology Media Lab, Carnegie Mellon University, University College London, and University of Cambridge. Industry participants have represented Sony Interactive Entertainment, Nintendo, Microsoft Studios, Amazon Web Services, Facebook (now Meta Platforms, Inc.), Accenture, Deloitte and cultural partners like Museum of Modern Art, Centre Pompidou, and Stedelijk Museum Amsterdam.

Projects and Outcomes

Showcased projects span collaborations with research centers such as IMEC, imec.icon, Centrum Wiskunde & Informatica (CWI), Fraunhofer Society, and TNO. Notable outcomes include prototype games and serious games developed with partners including Belgian Red Cross, World Health Organization, UNICEF, and European Environment Agency; cybersecurity tools co-developed with B-Secur, Secura, and European Union Agency for Cybersecurity (ENISA); and augmented reality installations presented in cooperation with Museum of Science and Industry (Manchester), Eye Filmmuseum, and Design Museum Gent. Startup spin-offs have pursued funding from European Investment Bank, Seedcamp, 500 Startups, Y Combinator, and regional grants from Flemish Government programs.

Impact and Reception

The summit has been cited in policy briefs from Flanders Innovation & Entrepreneurship (VLAIO), impact reports by Kortrijk City Council, and case studies by European Commission for regional innovation ecosystems. Academic citations appear in journals associated with ACM SIGGRAPH, IEEE Transactions on Games, Journal of Game Design and Development Education, and conference proceedings of CHI, Gamescom, and GDC (Game Developers Conference). Reception among stakeholders includes endorsements by Flemish Minister-President, Mayor of Kortrijk, trade groups like Belgian Federation of Technology Companies, and cultural NGOs such as PlayRight and Kunstenpunt.

Category:Conferences