Ethiek verbeelden: bruggen slaan tussen analoge en digitale immersieve ervaringen
Saxion, together with two SMEs and two foundations, investigates how human interaction, empathy and ethics are preserved when traditional role-play situations are combined with digital elements. A practical question that education professionals, live action role play (LARP) creators and IX designers answer jointly with students.
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ImmersiveValidMovement: Validatie van consumenten-XR voor verantwoorde fysiotherapie oefeningen
In physiotherapy, there is a wish to use immersive experiences (IX) such as XR serious games both to motivate patients and to help them perform exercises correctly. To this end, VerseUS Games has developed XR exercise formats that use the built-in sensors of consumer XR headsets (such as Meta Quest and Pico) to record patients' movements. However, it is unclear to what extent these data are reliable and valid enough to assess clinically relevant joint angles, particularly in patients with complex shoulder complaints. ImmersiveValidMovement therefore focuses primarily on "new methodological approaches to measuring usability and effectiveness of IX". We develop and validate methods to derive movements of the head, neck, shoulder and elbow from XR sensor data (headset and hand controllers) and to assess their reliability. We do not develop new IX software or hardware, but work with existing VerseUS games and consumer XR headsets. The emphasis is on measurement methods, analysis techniques and responsible use. In work package 1 (the first three months) we carry out the preparatory work. Together with physiotherapists (FlevoFysiotherapie) we specify which joint angles and variables matter for correctly performing the prescribed exercise (position, speed, acceleration; in a global coordinate system and/or relative to body segments). VerseUS Games provides the XR environment and does the technical work to export the data collection from the headset in time-synchronised form. UMCG provides the research protocol, arranges ethical approval and has the research labs required to conduct the study. In work package 2 we then carry out the validation study, in which the XR measurements are compared with the gold standard (for example Vicon or Optotrak) available at UMCG. Reliability and validity are determined using, among other things, ICC, Bland-Altman plots, correlations and RMSE. Based on this research, UMCG will deliver a report on the validity and reliability of the VerseUS XR exercises as measured by the sensors in the commercial headsets. This provides the basis for further development.
The Good, the Bad, and the Ugly: Exploring the Potential of VR for Decolonial Storytelling
A key focus of the CIIIC stimulus programme is public values. How do we ensure that IX applications are developed, applied and used responsibly? This theme runs as a common thread through all funded projects. The project by Inholland University of Applied Sciences (with, among others, the Nationaal Archief and the Koninklijke Bibliotheek) even focuses entirely on public values. Central to it is the question of how scriptwriters can responsibly develop cinematographic VR narratives about colonial histories and their repercussions in present-day society.
Staging collective VR experiences
Scalable and therefore affordable IX onboarding and social IX, as parts of an optimal user experience, remain important challenges for the IX community. How can museums onboard visitors more effectively so that more visitors can experience an IX that is functional at the same time? And how can they create a shared VR experience while doing so? That is what Amsterdam University of Applied Sciences will investigate in collaboration with a museum and an IX developer.
EGG: Hoe een immersieve kunst beleving over transitie doorwerkt in het dagelijks leven van mensen en groepen in een wijk
EGG is a large-scale, sensory, interactive and learning art installation in the shape of an egg that invites encounter and conversation about societal system transitions. The sculpture has a smooth, organic form. Visitors can lean against it, climb on it and move around it freely. They can experience, through their senses, the 'hatching process' of an unknown, fictional creature inside the egg. Using augmented reality (AR) and sensor technology, EGG responds to heat, light and sound. This creates a responsive and partly unpredictable system that prompts spontaneous encounters and conversations among bystanders about transitions in the neighbourhood. In carrying out the project and the research, the Public Values Guideline for Immersive Experiences (CIIIC) is used as a framework for the careful handling of visitors, data and societal impact. Art and performance can have substantial effects on empathy, meaning-making and shifts in perspective (Brown & Novak-Leonard, 2011; Broadhead & Hooper, 2024; Norton, 2015). Knowledge about how such experiences carry over into everyday behaviour, social relationships and neighbourhood-based transition practices (Spaas, 2024; Horvath et al., 2025) is, however, limited. This research addresses the question: how do the installation and its development over time resonate through people and through neighbourhood-based transition processes (Vervoort et al., 2020)? And how can the effects of human-art interaction be understood in terms of values, relationships and community formation (scaling deep), as a basis for a meaningful translation to other contexts (scaling out) (Fraser, 2010 & 2023; Moore et al., 2015)? The research maps experiences, emotions, meanings and possible shifts in thinking and acting, and uses qualitative research to build on the data the installation generates: • EGG as Canvas: visitors leave written, drawn and material traces; • EGG Radio: a participatory platform where young people in particular discuss their experiences; • AR and sensor data: making interactions, attention and patterns of resonance visible.