The purpose of this research was to determine the level of narrative comprehension in films when watched in a virtual reality headset (Oculus Rift). A 360-degree live-action film was created and was shown to participants after which the level of comprehension of various literary aspects as well as the feeling of distraction and enjoyment were measured using questionnaires and interviews. Revealing how increased freedom to view a movie in virtual reality has an effect on storyline understanding, provided a framework to start a discussion on whether and how to utilize virtual reality as a means for storytelling through films.
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This research paper looks at a selection of science-fiction films and its connection with the progression of the use of television, telephone and print media. It also analyzes statistical data obtained from a questionnaire conducted by the research group regarding the use of communication media.
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Theoretische verantwoording en uitwerking van de leerlijn Educatief Partnerschap voor de initiële en post-initiële Pedagogiek-opleidingstrajecten van de Faculteit Onderwijs en Opvoeding van de Hogeschool van Amsterdam
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The current study investigated the relationship between the point-of-view (POV) of a 360-degree film for Head Mounted Displays and the level of presence and enjoyment. We created two conditions with a 360-degree movie, with different POVs (actor and observer). Participants from the actor condition scored significantly higher on Spatial Presence compared to participants from the observer condition. However, the expected differences in enjoyment and other subscales of presence between the two conditions were not found. Finally, we provide a recommendation on what POV (actor or observer) is the most presence and enjoyment enhancing.
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The current study investigated the relationship between the point-of-view (POV) of a 360-degree film for Head Mounted Displays and the level of presence and enjoyment. We created two conditions with a 360-degree movie, with different POVs (actor and observer). Participants from the actor condition scored significantly higher on Spatial Presence compared to participants from the observer condition. However, the expected differences in enjoyment and other subscales of presence between the two conditions were not found. Finally, we provide a recommendation on what POV (actor or observer) is the most presence and enjoyment enhancing.
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In celebration of the anniversary of the Hanze University and Academy Minerva in the year 2013, the research group Popular culture, Sustainability and Innovation (Centre of Applied Research and Innovation Art & Society) and Academy Minerva presented the first edition of the Energize Festival for sustainable art, design and lifestyle last November. I am happy to present this limited edition catalogue box with inspiring research posters and one minute movies by our students that formed the heart of the Energize Festival Exhibition. However, before informing you in more detail about the content of this box, I would first like to provide you with some background information on the festival’s theme…
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An investigation into whether or not young people studying in higher education in the Netherlands have modified their download behaviour, in the light of a legal obligation to block The Pirate Bay (TPB) by Dutch Internet Service Providers (ISPs). In the lawsuit, it is argued that a blockade by the ISPs would be an effective measure to stop downloading from The Pirate Bay. In this study the target group was asked if they think that their download behaviour is modified by the blockade.
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Sarah Banks (2012) describes ethics work mainly as the effort people put into developing themselves as good practitioners. She discerns six aspects of ethics work: identity work, framing work, reason work, emotion work, role work and performance work. Although ethics work focuses on the ethical development of individual practitioners within their profession, the concept and all its aspects can be transferred into an ethical guideline for the collective development of practitioners in interprofessional cooperation. As such the concept of collective interprofessional ethics work can also be used as a set of criteria for the ethical evaluation of interprofessional cooperation, as is shown on the basis of an experiment in Belgium
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On the internet we see a continuously growing generation of web applications enabling anyone to create and publish online content in a simple way, to link content and to share it with others: wellknown instances include MySpace, Facebook, YouTube, Flickr, Wikipedia and Google Earth. The internet has become a social software platform sailing under the Web 2.0 flag, creating revolutionary changes along the way: the individual, the end-user, comes first and can benefit optimally from an environment which has the following keywords: radically user-oriented, decentralized, collective and massive. ‘An environment in which each participant not only listens, but can also make his own voice heard’: the Social Web. This document describes a brief exploration of this Social Web and intends to gain insight in possible fundamental changes this phenomenon is causing or might cause in our society. Particular attention will be paid to the impact of the Social Web on learning and education. For how do two apparently contrary developments touch and overlap? On the one side we have the rapid growth of technologies bringing individuals together to communicate, collaborate, have fun and acquire knowledge (social software). And on the other hand we have the just conviction within the world of education that young people should not only acquire knowledge and information, but should also have all kinds of skills and experience in order to meet social and technological changes deliberately, and prepare for a life long of learning.
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