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With a growing interest in immersive technologies to elevate digital spectating experiences, Virtual Reality (VR) is viewed by many academics and industry actors as the future of esport spectatorship. The majority of the esport fans are the same group that show interest in immersive technologies as VR. This group is, therefore, expected to accept the technology and adopt it in their spectating experience. However, given the fact that this target group is mostly used to utilize interactive VR for gaming purposes, it is not clear how they would experience a passive non-interactive VR experience, and to what extent the technology could contribute to enhancing their viewing experience. This study compared two versions of the same summary recording of the livestream of an esport competition: a 2D version and a VR version: 92 participants watched the esport competition either on a 2D screen or in VR, then they had to answer questions regarding their experience. Compared to 2D, the VR experience scored higher on immersion, presence, social presence, emotional contagion, and enjoyment. This paper confirms the potential of VR to efficiently enhance the digital spectating experiences of esports, while highlighting the need for more research in how to produce the content to best fit VR and increase VR adoption intention.
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In recent years, a step change has been seen in the rate of adoption of Industry 4.0 technologies by manufacturers and industrial organizations alike. This article discusses the current state of the art in the adoption of Industry 4.0 technologies within the construction industry. Increasing complexity in onsite construction projects coupled with the need for higher productivity is leading to increased interest in the potential use of Industry 4.0 technologies. This article discusses the relevance of the following key Industry 4.0 technologies to construction: data analytics and artificial intelligence, robotics and automation, building information management, sensors and wearables, digital twin, and industrial connectivity. Industrial connectivity is a key aspect as it ensures that all Industry 4.0 technologies are interconnected allowing the full benefits to be realized. This article also presents a research agenda for the adoption of Industry 4.0 technologies within the construction sector, a three-phase use of intelligent assets from the point of manufacture up to after build, and a four-staged R&D process for the implementation of smart wearables in a digital enhanced construction site.
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There has been limited adoption of Immersive Journalism (IJ) by the audience; simultaneously, the audience’s perspective is rarely considered in the production and research of IJ. At this point, however, it is crucial to incorporate an audience perspective to identify potentially unintended effects of IJ and improve on the innovation of IJ. This study investigates the audience’s experience and evaluation of IJ by qualitatively analyzing their thoughts after viewing two IJ cases. Our results indicate that the audience may pick up on intended effects, such as a sense of presence and an intense emotional experience, but some also express unease towards these effects. Furthermore, the audience struggles to comprehend this study’s two immersive journalistic cases as part of the journalistic genre. These findings provide insight into the gap between the initial hype and the current reality of IJ and provide the basis for propositions for future IJ productions.
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Background: Sexual deviance is regarded as an important risk factor for sexual offending. However, little is known about the development of deviant sexual interests. The transfer of arousal between emotions, i.e., excitation transfer, could attribute sexual salience to stimuli that would otherwise not be sexual in nature. As such, excitation transfer could contribute to the very beginning of unusual or deviant sexual interests. The current protocol proposes a study to investigate to what extent excitation transfer occurs, i.e., to what extent genital and subjective sexual arousal to sexual stimuli is higher in an emotional state than in a neutral state. Following a prior pilot study, several adjustments were made to the study protocol, including a stronger emotional manipulation by using 360-degree film clips and the inclusion of a larger and more sexually diverse sample. Methods: We will recruit 50 adult male volunteers with diverse sexual interests. We will induce sexual arousal in four different emotional states (aggression/dominance, endearment, fear, disgust) and a neutral state. Sexual arousal will be measured genitally using penile plethysmography and subjectively via self-report. Using paired samples t-tests, sexual arousal in the emotional states will be compared with sexual arousal in the neutral state. Discussion: We aim to show that arousal in response to emotional stimuli that are initially nonsexual in nature, can enhance sexual arousal. These findings have potentially important implications for the development of unusual and/or deviant sexual interests and possibly for the treatment of such sexual deviant interests in people who have committed sexual offenses.
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Immersive technologies are redefining and revolutionizing the staging of experiences and co-creation of value, implicating the management of customer experiences. However, limited studies have looked at the role of immersive technologies as part of the customer experience management (CXM) process. Incorporating the concepts of experience economy and value co-creation, this study proposes a dynamic CXM framework that highlights the emerging field of immersive technologies like augmented and virtual reality as part of business and marketing research. The framework acts as a guide for researchers and industry practitioners to initiate immersive technology ventures that are rooted in the co-creation and management of customer experiences
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Dealing with and maintaining high-quality standards in the design and construction phases is challenging, especially for on-site construction. Issues like improper implementation of building components and poor communication can widen the gap between design specifications and actual conditions. To prevent this, particularly for energy-efficient buildings, it is vital to develop resilient, sustainable strategies. These should optimize resource use, minimize environmental impact, and enhance livability, contributing to carbon neutrality by 2050 and climate change mitigation. Traditional post-occupancy evaluations, which identify defects after construction, are impractical for addressing energy performance gaps. A new, real-time inspection approach is necessary throughout the construction process. This paper suggests an innovative guideline for prefabricated buildings, emphasizing digital ‘self-instruction’ and ‘self-inspection’. These procedures ensure activities impacting quality adhere to specific instructions, drawings, and 3D models, incorporating the relevant acceptance criteria to verify completion. This methodology, promoting alignment with planned energy-efficient features, is supported by BIM-based software and Augmented Reality (AR) tools, embodying Industry 4.0 principles. BIM (Building Information Modeling) and AR bridge the gap between virtual design and actual construction, improving stakeholder communication and enabling real-time monitoring and adjustments. This integration fosters accuracy and efficiency, which are key for energy-efficient and nearly zero-energy buildings, marking a shift towards a more precise, collaborative, and environmentally sensible construction industry.
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Presenting is considered as a core skill for the higher-educated professional (De Grez, 2009). However, many graduated students often fail to show effective presentation behaviors (Chan, 2011) and suffer from presentation anxiety Smith & Sodano, 2011). The development of presentation skills, therefore, is a crucial objective in higher education. While previous research emphasized the essence of practice and feedback opportunities for fostering students’ presentation skills and overcoming presentation anxiety (Van Ginkel et al., 2015), issues have been reported in educational practice that prevent the optimal development of the time consuming skill. These issues involve, amongst others, time constrains and the high workload of teachers (Adubra et al., 2019). Interestingly, studies have shown that innovative technologies such as Virtual Reality (VR) are valuable for offering practice opportunities and delivering personalized, automated feedback within presentation tasks (Van Ginkel et al., 2019). However, the previously studied automated feedback consisted of quantitative feedback reports which had to be interpreted by a teacher. Nowadays, technological developments allow the conversion of quantitative information into qualitative feedback messages that are constructed based on high-quality feedback criteria (Hattie & Timperley, 2007). Therefore, this experimental study aims to investigate the impact of qualitative automated feedback messages on students’ presentation skills (post-test only) and the development of presentation anxiety (pre-test post-test design). This experimental condition is compared with a validated control condition in which a teacher interprets quantitative, automatedfeedback reports. For data collection, validated rubrics and questionnaires are adopted. Besides, perceptions towards the utility of the feedback are assessed. The results of this study reveal no significant difference in presentation skills scores between the two feedback conditions. Moreover, students in both groups perceived the feedback and the feedback source as equally valuable for their presentation skills development. Interestingly, a significant decrease in presentation anxiety was determined from pre-test to post-test, without a significant differential impact. Findings of this study suggest that the integration of qualitative feedback messages in VR is effective for students’ presentation skills development. Moreover, practicing a presentation in VR and receiving automated feedback significantly decreases presentation anxiety. Insights from this study contribute to reducing the workload of teachers and challenging teachers in professionalizing to their new roles as coaches supporting students’ learning processes (Adubra et al., 2019). Future studies should focus on how effectively integrating peer-to-peer learning in VR-based education could further support teachers in constructing skills education within the digital era.
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The aim of this research is to explore the potential of Mixed Reality (MR) technologies for Operator Support in order to progress towards Industry 4.0 (I4.0) particularly for SMEs. Through a series of interventions and interviews conducted with local SMEs, potential use cases and their drawbacks have been identified. From this, insights were derived that serve as a starting point for conducting further experiments with MR technology in the smart manufacturing laboratory at the THUAS in Delft. The intervention consisted of a free form workshop in which the participants get ‘tinkering’ time to explore MR in their own work environment. The various levels of awareness were assessed in three stages: during an introductory interview, and after an instruction meeting and some ‘tinkering’. The study took place in the period from January 2022 to July 2022 with 10 local SMEs in the Netherlands. The results show that for all SMEs the awareness and understanding increased. The use cases identified by operators themselves concerned Quality Control, Diagnostics, Instruction, Specification and Improvement of Operations. Drawbacks foreseen related to Ergonomic Concerns, Resistance from operators, Technical considerations, Unavailability of MR device and an insufficient digital infrastructure to support MR in full extent. The use case most promising to the participants was further developed into a physical prototype for an ‘assisted assembly cell’ by which the aspects of ergonomics and the mentioned technical considerations could be analysed.
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