Technological development offers new opportunities that could changedesign processes. The present study explores the possibilities of technologies likevirtual reality and 3D scan in the furniture design process. For this purpose, a cocreation process with help of new technologies was carried out from initial ideationto 3D modelling. Each tool has been characterized in terms of user experiencemeasured by questionnaire. This research validates a design process of furniturebased on immersive technology and provide some recommendations for theimplementation and improvement of this process.
LINK
Artikel gaat over de inzet van virtual reality bij patiënten met pijn.
MULTIFILE
Many articles have been published on scale-down concepts as well as additive manufacturing techniques. However, information is scarce when miniaturization and 3D printing are applied in the fabrication of bioreactor systems. Therefore, garnering information for the interfaces between miniaturization and 3D printing becomes important and essential. The first goal is to examine the miniaturization aspects concerning bioreactor screening systems. The second goal is to review successful modalities of 3D printing and its applications in bioreactor manufacturing. This paper intends to provide information on anaerobic digestion process intensification by fusion of miniaturization technique and 3D printing technology. In particular, it gives a perspective on the challenges of 3D printing and the options of miniature bioreactor systems for process high-throughput screening.
LINK
Creating and testing the first Brand Segmentation Model in Augmented Reality using Microsoft Hololens. Sanoma together with SAMR launched an online brand segmentation tool based on large scale research, The brand model uses several brand values divided over three axes. However they cannot be displayed clearly in a 2D model. The space of BSR Quality Planner can be seen as a 3-dimensional meaningful space that is defined by the terms used to typify the brands. The third axis concerns a behaviour-based dimension: from ‘quirky behaviour’ to ‘standardadjusted behaviour’ (respectful, tolerant, solidarity). ‘Virtual/augmented reality’ does make it possible to clearly display (and experience) 3D. The Academy for Digital Entertainment (ADE) of Breda University of Applied Sciences has created the BSR Quality Planner in Virtual Reality – as a hologram. It’s the world’s first segmentation model in AR. Breda University of Applied Sciences (professorship Digital Media Concepts) has deployed hologram technology in order to use and demonstrate the planning tool in 3D. The Microsoft HoloLens can be used to experience the model in 3D while the user still sees the actual surroundings (unlike VR, with AR the space in which the user is active remains visible). The HoloLens is wireless, so the user can easily walk around the hologram. The device is operated using finger gestures, eye movements or voice commands. On a computer screen, other people who are present can watch along with the user. Research showed the added value of the AR model.Partners:Sanoma MediaMarketResponse (SAMR)
This Professional Doctorate (PD) project explores the intersection of artistic research, digital heritage, and interactive media, focusing on the reimagining of medieval Persian bestiaries through high dark fantasy and game-making. The research investigates how the process of creation with interactive 3D media can function as a memory practice. At its core, the project treats bestiaries—pre-modern collections of real and imaginary classifications of the world—as a window into West and Central Asian flora, fauna, and the landscape of memory, serving as both repositories of knowledge and imaginative, cosmological accounts of the more-than-human world. As tools for exploring non-human pre-modern agency, bestiaries offer a medium of speculative storytelling, and explicate the unstable nature of memory in diasporic contexts. By integrating these themes into an interactive digital world, the research develops new methodologies for artistic research, treating world-building as a technique of attunement to heritage. Using a practice-based approach, the project aligns with MERIAN’s emphasis on "research in the wild," where artistic and scientific inquiries merge in experimental ways. It engages with hard-core game mechanics, mythopoetic decompressed environmental storytelling, and hand-crafted detailed intentional world-building to offer new ways of interacting with the past that challenges nostalgia and monumentalization. How can a cultural practice do justice to other, more experimental forms of remembering and encountering cultural pasts, particularly those that embrace the interconnections between human and non-human entities? Specifically, how can artistic practice, through the medium of a virtual, bestiary-inspired dark fantasy interactive media, allow for new modes of remembering that resist idealized and monumentalized histories? What forms of inquiry can emerge when technology (3D media, open-world interactive digital media) becomes a tool of attention and a site of experimental attunement to cosmological heritage?
The PhD research by Joris Weijdom studies the impact of collective embodied design techniques in collaborative mixed-reality environments (CMRE) in art- and engineering design practice and education. He aims to stimulate invention and innovation from an early stage of the collective design process.Joris combines theory and practice from the performing arts, human-computer interaction, and engineering to develop CMRE configurations, strategies for its creative implementation, and an embodied immersive learning pedagogy for students and professionals.This lecture was given at the Transmedia Arts seminar of the Mahindra Humanities Center of Harvard University. In this lecture, Joris Weijdom discusses critical concepts, such as embodiment, presence, and immersion, that concern mixed-reality design in the performing arts. He introduces examples from his practice and interdisciplinary projects of other artists.About the researchMultiple research areas now support the idea that embodiment is an underpinning of cognition, suggesting new discovery and learning approaches through full-body engagement with the virtual environment. Furthermore, improvisation and immediate reflection on the experience itself, common creative strategies in artist training and practice, are central when inventing something new. In this research, a new embodied design method, entitled Performative prototyping, has been developed to enable interdisciplinary collective design processes in CMRE’s and offers a vocabulary of multiple perspectives to reflect on its outcomes.Studies also find that engineering education values creativity in design processes, but often disregards the potential of full-body improvisation in generating and refining ideas. Conversely, artists lack the technical know-how to utilize mixed-reality technologies in their design process. This know-how from multiple disciplines is thus combined and explored in this research, connecting concepts and discourse from human-computer interaction and media- and performance studies.This research is a collaboration of the University of Twente, Utrecht University, and HKU University of the Arts Utrecht. This research is partly financed by the Dutch Research Council (NWO).Mixed-reality experiences merge real and virtual environments in which physical and digital spaces, objects, and actors co-exist and interact in real-time. Collaborative Mix-Reality Environments, or CMRE's, enable creative design- and learning processes through full-body interaction with spatial manifestations of mediated ideas and concepts, as live-puppeteered or automated real-time computer-generated content. It employs large-scale projection mapping techniques, motion-capture, augmented- and virtual reality technologies, and networked real-time 3D environments in various inter-connected configurations.This keynote was given at the IETM Plenary meeting in Amsterdam for more than 500 theatre and performing arts professionals. It addresses the following questions in a roller coaster ride of thought-provoking ideas and examples from the world of technology, media, and theatre:What do current developments like Mixed Reality, Transmedia, and The Internet of Things mean for telling stories and creating theatrical experiences? How do we design performances on multiple "stages" and relate to our audiences when they become co-creators?Contactjoris.weijdom@hku.nl / LinkedIn profileThis research is part of the professorship Performative Processes