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.
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Towards a Common Language for Immersive Experiences: a Cross-Sector Exploration of Concepts and Measurement
How are IX effects measured? And do different sectors actually mean the same thing when they use IX concepts and measurement methods? These questions evolve alongside developments in the IX field. For Zuyd University of Applied Sciences, this is reason to critically re-examine the perception of existing concepts and methods, together with other research groups and IX creators from the creative industry.
To what degree do interactive agents enhance the willingness-to-adopt IX?
IX environments can change the way people train physical, interactive skills, from surgery to team sport. Together with movement scientists, IX developers and a user experience designer, Vrije Universiteit Amsterdam is investigating whether interactive avatars that respond physically to the user's movements make XR training more engaging and more effective. The test case is a football training exercise in which participants learn to find space to receive a pass, with and without virtual defenders that move along.
Van ethische dilemma’s naar toekomstdenken: immersieve technologie als katalysator voor inclusieve besluitvorming
Technological innovations bring urgent ethical questions with them. These questions call not only for an assessment of what is desirable, but also for anticipating possible futures and the values that are central to them. A major barrier to inclusive decision-making is a lack of futures awareness and ethical capacity. Many people find it hard to imagine the implications of technology. Non-users in particular experience a knowledge gap and feel they cannot join the conversation, even though they do undergo technology's impact. This problem is reinforced because the future of a technology is often imagined by a handful of companies whose business models encourage polarisation and digital dependency, while environmental impact and social costs are externalised. This increases the likelihood of one-sided decision-making. The project applies ethics-by-design by involving a city's residents inclusively and actively in exploring ethical dilemmas around emerging technology. We use social friction as a source of innovation and connect technology development to values such as safety, power and inclusion. The research focuses on strengthening the imagination through two 'Moral Labs': 1 - a traditional presentation (image and text), followed by a conversation; 2 - an immersive presentation in Virtual Reality (VR), followed by a conversation. In both scenarios, several participants discuss the positions taken and the moral dilemmas together. The VR intervention uses multiplayer functionality to create social presence. By running a moderated split test on the two scenarios above, this research weighs the effectiveness of an immersive experience against the traditional presentation. The richness of both conversations is analysed using Ahvenharju's (2018) five dimensions of futures consciousness and the LIWC tool (Boyd, 2022). The results offer insight into how immersive technology can contribute to inclusive ethical dialogue and democratic decision-making.
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.