In this study, we test the immersive character in an interactive content narrative developed for Microsoft HoloLens 2 mixed reality glasses in the dining context. We use retrospective think aloud protocol (RTAP) and galvanic skin response (GSR) to explore different types of immersion that can be created through interactive content narratives. Leaning on the core dimensions of the experience economy, we expand the current understanding on the role of immersion through integration of four immersive experience facilitators. The study revealed that these immersive experience facilitators occur simultaneously and can be enhanced through interactive content narrative design. Perceived novelty and curiosity were identified as key determinants to keep consumers engaged in the immersive experience and engage with the content. The study verifies the use of galvanic skin response in combination with retrospective think aloud protocol as a suitable approach to measure emotional engagement potential in interpreting consumers’ recollection of immersive experiences.
MULTIFILE
The focus of this paper is on the generation of food waste by small and micro restaurants, specifically on the perceptions of representatives of these restaurants. Do they perceive this generation of food waste as problematic, and do they perceive that they have enough knowledge about how to minimize this generated food waste? With data from a sample of 200 Dutch restaurants, which were collected through surveys and analyzed with regression analysis, we came to two key findings. The first key finding is that our respondents hardly perceive the food waste that is generated in their own restaurant as problematic. The second key finding is that they perceive they have limited knowledge about how to minimize the food waste that is generated in their own restaurant. The main influencing factor for both perceptions appeared to be the actual level of food waste generated in their own restaurant. This paper continues with a number of recommendations for future research, to apply other research techniques and to study other sectors as well. The paper ends with practical recommendations for the representatives of the small and micro restaurants, as the findings of this paper suggest a need for targeted educational and training programs to enhance food waste management in their restaurants, contributing to broader sustainability goals.
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Le chevalier delibere (1483) by Olivier de la Marche has an extensive hermit scene: the hermit receives the author, Acteur, gives him food and drink and instructs him in the important issues of life. Le chevalier delibere thus stands in two main Western European literary traditions: stories about hermits as such (who do or do not provide travellers with food and shelter) and stories in which food and drink have an allegorical function. This paper will discuss both traditions, without attempting to cover all hermit stories or all allegories about food and drink.
DOCUMENT
We live in a society that is increasingly dominated by technology-mediated interactions and consumption of experiences. It has opened pathways to innovative immersive technology concepts in the food and dining context, contributing to the development of a consumption-oriented society. This project addresses the challenge how to stimulate consumers through immersive technology designs to make conscious choices leading to more sustainable behaviors in the food and dining context. This project evolves around designing and testing Extended Reality (XR) technology-mediated immersive food experiences in the food and dining context to stimulate sustainable food consumption behavior. It includes the use of complementing measurement tools to test the effectiveness of XR designs to make better XR technology design choices that can stimulate change in consumption behavior.
Inside Out is an innovative research project that translates cutting-edge microbiome science into immersive, multisensory experiences aimed at long-term behavioral and mental health transformation. Combining extended reality (XR), speculative gastronomy, and narrative therapy, the project enables participants to explore their inner microbiome landscape through taste, smell, touch, and interactive storytelling. This pioneering methodology connects gut-brain science with emotional and sensory engagement. Participants experience their bodies from the inside out, cultivating a visceral understanding of the symbiotic microbial worlds within us. The project includes AI-generated "drinkable memories," microbiome-inspired food designs, haptic-olfactory VR environments, and robotic interactions that choreograph the body as terrain. Developed in collaboration with designers from Polymorf, producer Studio Biarritz, psychiatrist-researcher Anja Lok, and microbiome scientists from Amsterdam UMC and the Amsterdam Microbiome Expertise Center, Inside Out bridges scientific rigor with artistic expression. The project seeks to: • Increase embodied understanding of the microbiome’s role in health and well-being • Shift public perception from hygiene-based fear to ecological thinking • Inspire behavioral change related to food, gut health, and mental resilience The outcomes are designed to reach a large audience and implementation in science museums, art-science festivals, and educational programs, with a view toward future clinical applications in preventive healthcare and mental well-being. By making the invisible microbiome tangible, Inside Out aims not only to inform, but to transform—redefining how we relate to the ecosystems within us.