In light of the current debate on the impact of our current food system on climate changeand related mitigation strategies, addressing the acceptance of sustainability aspects within consumerbehavioral issues is of vital importance. However, the field remains mute on how those strategies canbe designed and employed effectively to stimulate sustainable food consumption behavior. Immersivenarrative design is a promising approach to engaging consumers in this context. Within this study, weshed light on how to create immersive, impactful, interactive narratives in augmented reality (AR)together with consumers. We propose a novel approach to how those stories can be planned, utilizingparticipatory design methods. Within a step-wise process, we develop the storyboard together withconsumers. In the next step, we evaluate multiple approaches with AR application developers onhow this storyline can be enhanced in AR considering the perspective of various stakeholders likedevelopers, behavioral scientists, and consumers. Finally, we propose a conceptual framework for howimmersive narratives can be designed and validated in a collaborative, multidimensional approachfor impactful AR narrative content designs to stimulate sustainable food behavior for consumers.
Augmented Reality "City Trips" technical demo, placing actors in situ at historic sites
A number of organizations in cultural tourism have started to explore the use of augmented reality (AR) to enhance visitor experience. While many studies have been conducted to identify adoption criteria of mobile AR applications, research exploring the adoption of augmented reality smart glasses (ARSG) is still limited. This paper contributes to the technology adoption literature by investigating attributes of visitor adoption of ARSG in cultural tourism. Twenty-eight interviews were conducted with visitors to a UK art gallery, where they experienced an ARSG application. Findings inform an ARSG adoption framework that integrates societal impact, perceived benefits, perceived attributes of innovation, and visitor resistance as the main themes of ARSG adoption in cultural tourism.
Developing and testing several AR and VR concepts for SAMSUNG (Benelux) Samsung and Breda University of Applied Sciences decided to work together on developing and testing several new digital media concepts with a focus on VR and gaming. This collaboration has led to several innovative projects and concepts, among others: the organisation of the first Samsung VR jam in which game and media students developed new concepts for SAMSUNG GEAR in 24 hours, the pre-development of a VR therapy concept (Fear of Love) created by CaptainVR, the Samsung Industry Case in which students developed new concepts for SAMSUNG GEAR (wearables), the IGAD VR game pitch where over 15 VR game concepts were created for SAMSUNG VR GEAR and numerous projects in which VR concepts are developed and created using new SAMSUNG technologies. Currently we are co-developing new digital HRM solutions.
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)
Augmented Reality (AR) kan de mogelijkheid bieden om chirurgische ingrepen te ondersteunen. Zowel pre-operatief (planning) als gedurende een ingreep kan AR ondersteunend worden ingezet, alsmede voor het trainen van specifieke ingrepen. AR is bekend geworden van devices zoals de HoloLens, maar er zijn meer technische implicaties van deze technologie. De HoloLens en Google Glass zijn head-mounted-displays die virtuele informatie aanbieden in het gezichtsveld van de gebruiker. Toch zijn er ook andere vormen die minder bekend zijn zoals (mobiele) display gebaseerde oplossingen (bekend van bijvoorbeeld Pokémon Go) en 3D-projection mapping, waarbij informatie wordt geprojecteerd op 3D-objecten met speciale beamers. Vragen vanuit de praktijk (MST) laten zien dat de kansen van AR wel worden herkend, maar zich tegelijkertijd beperken tot een klein deel van de technische mogelijkheden, vaak op basis van welk product op dat moment 'trending' is. Het risico hiervan is dat toepassingen blijven liggen (omdat ze buiten de mogelijkheden van een bepaalde techniek vallen) of dat er oplossingen worden ontwikkeld die niet optimaal bij de toepassing passen (ontwikkeld binnen de grenzen van een bepaalde techniek). Het doel van dit project is om kansrijke en haalbare AR-zorgtoepassingen te identificeren. We doen dit door gebruikers (artsen) kennis te laten maken een breed spectrum van AR technieken en bijbehorende toepassingsmogelijkheden, en vervolgens vanuit een gebruikersperspectief een match te maken tussen die technieken en praktische toepassingen.