De vraag die in deze Openbare Les centraal staat is hoe internetcultuur een duurzame grondslag gegeven kan worden, aan gene zijde van hype en speculatie. De toekomst is immers aangebroken en het tijdperk van de inleidingen ligt achter ons. Nu de ‘nieuwe media’ algemeen verspreid zijn, gaat het niet langer om de vraag hoe deze cultuurtechnieken werken, maar om wat ermee gedaan kan worden, en wie het voor het zeggen heeft binnen de netwerkarchitectuur. Dit roept belangrijke vragen op, zoals: Wie heeft toegang tot welke kennis? Hoe wordt er omgegaan met conflict? Wat is de invloed van gebruikers? Wat betekent de opkomst van niet-westerse landen zoals India, China en Brazilië voor de internetcultuur in het algemeen? Kan de claim dat cultuur en creativiteit de rol overnemen van de computeringenieurs wel waargemaakt worden en wat is de economische grondslag van deze ‘creatieve industrie’? Wordt het networking, of notworking?
As part of my PhD research, I investigate the factors of student success and the influence of the use of social media by first year students in higher education. For this I use the insights provided by the highly influential and leading integration theory of Tinto and diminished the amount of variables by only using the best predictive ones. Hereby, avoiding the capitalization of chance and establishing a more easy to use model for teachers and management. Furthermore, I enriched the model with the use of social media, in particular Facebook, to better suit students’ contemporary society in the developed world. Principal component analysis on Facebook usage provided different integration/engagement components, which I coined peer-engagement and knowledge engagement. Both consisted of various purposes of Facebook use (information, education, social and leisure) and the use of different pages amongst students. To uncover if these latent variables play a significant role in student success or if Facebook is a multi-distracting platform, two models were compared using structural equation modeling with SPSS AMOS; one with and one without the peer-, and knowledge engagement variables. The fit of both models are compared using the normed fit index (NFI), the comparative fit index (CFI), the Tucker-Lewis Index (TLI) and the root mean square error of approximation (RMSEA). In addition, the direct influence and indirect influence of all variables are compared to provide a better insight into what kind of influence social media can have upon student success.
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.
The IMPULS-2020 project DIGIREAL (BUas, 2021) aims to significantly strengthen BUAS’ Research and Development (R&D) on Digital Realities for the benefit of innovation in our sectoral industries. The project will furthermore help BUas to position itself in the emerging innovation ecosystems on Human Interaction, AI and Interactive Technologies. The pandemic has had a tremendous negative impact on BUas industrial sectors of research: Tourism, Leisure and Events, Hospitality and Facility, Built Environment and Logistics. Our partner industries are in great need of innovative responses to the crises. Data, AI combined with Interactive and Immersive Technologies (Games, VR/AR) can provide a partial solution, in line with the key-enabling technologies of the Smart Industry agenda. DIGIREAL builds upon our well-established expertise and capacity in entertainment and serious games and digital media (VR/AR). It furthermore strengthens our initial plans to venture into Data and Applied AI. Digital Realities offer great opportunities for sectoral industry research and innovation, such as experience measurement in Leisure and Hospitality, data-driven decision-making for (sustainable) tourism, geo-data simulations for Logistics and Digital Twins for Spatial Planning. Although BUas already has successful R&D projects in these areas, the synergy can and should significantly be improved. We propose a coherent one-year Impuls funded package to develop (in 2021): 1. A multi-year R&D program on Digital Realities, that leads to, 2. Strategic R&D proposals, in particular a SPRONG/sleuteltechnologie proposal; 3. Partnerships in the regional and national innovation ecosystem, in particular Mind Labs and Data Development Lab (DDL); 4. A shared Digital Realities Lab infrastructure, in particular hardware/software/peopleware for Augmented and Mixed Reality; 5. Leadership, support and operational capacity to achieve and support the above. The proposal presents a work program and management structure, with external partners in an advisory role.
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.