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.
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The Locus Of Fear 7 (TLOF_7)
One example is the project The Locus of Fear, in which UMC Amsterdam collaborates with the University of Twente and two IX creators from the cultural and creative industry. In this practice-oriented art research, they investigate how IX can help to better understand and measure experiences of fear.
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.
GausScape: Evaluating 3D Gaussian Splatting for Spatial Understanding in Greenhouse Environments
In greenhouse horticulture, operators have to monitor optimal growing conditions for crops. Together with two SMEs, Wageningen University & Research (WUR) focuses on the question: what desirable and undesirable effects does a specific 3D technique (Gaussian Splatting) have on operators' work process, perception and decision-making, as opposed to the current technique? In addition, the insights from this research may be relevant to other sectors.
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.