Vrijdag 12 mei wordt voor het eerst het Fontys XR Event gehouden. Een kans voor docenten en studenten om kennis te maken en te delen over de toepassingen in het onderwijs van deze virtuele toolbox. XR staat voor Extended Reality. En die bestaat uit de technologieën Virtual reality (VR) en Augmented Reality (AR) en Mixed Reality. De eerste kent iedereen wel via de VR-brillen waarbij je je afgesloten van de buitenwereld in een virtuele wereld begeeft. Bij AR zie je de echte wereld maar is er iets aan toegevoegd. Denk bijvoorbeeld aan Pokemon Go of, dichter bij huis, de AR waarbij je de nieuwbouw van Fontys op campus Rachelsmolen via je smartphone al kunt zien.
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Workshop on how to eans to measure experiences and observe experiences and real behaviour during the XR experience itself.
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Presented as part of the National XR Day, this contribution aims to involve academia in exploring how XR technologies can foster social connectedness in increasingly individualized digital environments.
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This paper shows an overview of design practices of the XR-lab at the Amsterdam University of Applied Sciences, The Netherlands. Over the course of six years, interdisciplinary teams of students have delivered 55+ prototypes in virtual, augmented, and mixed reality for a variety of 40+ clients. As human-computer interaction is entering a new evolutionary phase towards human-computer integration, new opportunities in extended reality (XR) have the potential to fundamentally alter human characteristics and abilities. Therefore, this paper begins with taking a philosophical stance on ‘being human’ and the anthropological concept of ‘liminality’ in XR-experiences. A further exploration of the concept of 'emotional rehearsal spaces' uses know-how from performance art, dance, architecture, and dramaturgy. Insights from tangible practices at the XR-lab show the cultural journey in XR-collaborations. This is made visible through a quick and dirty experiment on artistic thinking, design thinking, and system thinking, which shows how interdisciplinary collaborations are able to ignite new combinations of thought in design teams and individual professionals. Finally, we show an overview of specific design methods and tools that have been explored at the XR-lab over the years.
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Artikel over het event in het SAXION XR lab - ACT, het Smart Industry Field Lab The Garde nen de Bouwklup. Struik, A & Koster, M.(2020) Bouwen in het Oosten (2) 69-70
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Whitepaper about Immersive Technologies in Tourism and state of the art application cases and best practices within the field of museums, art, destination marketing, virtual events and much more.
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New technologies to create very real virtual humans in XR enter the market, providing new opportunities and challenges for the music industry. An important stepping stone to efficiently implement technologies to create new or resemble existing music artists, is to understand the hurdles and potential of these new XR technologies. Eighteen interviews with experts, artists and event visitors familiar with AR, revealed important possibilities and barriers to use Virtual Humans created by means of Volumetric Capturing. Seeing the potential and need of realistic virtual beings, participants prioritized necessary improvements within three themes: (1) Ease of Use, deals with technological complexity, connection issues (distraction and obstruction) and the need of new business models and lower production costs. (2) Usefulness, deals with new opportunities based on high realism digital twin opportunities and the changing perspective of ‘live performance. (3) Content, stressed the need for successful examples, the value of proximity, and disruption due to the lack of awareness and creativity.
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