The authors investigate the potential of Mixed Reality (MR) games for team building and assessment. The AMELIO game was designed for a highly immersive MR lab. The game is a multi-player team challenge based on the concept of an escape room, staged in a space colony emergency situation. An explorative empirical pre-post measurement study was carried out to establish whether playing AMELIO influences team cohesiveness. Ten teams of three played AMELIO and filled out pre- and post-game questionnaires with validated measurements of team cohesiveness and mediating factors related to team composition, game experience and team dynamics. The findings show a positive and significant increase in team cohesiveness, with stronger effects for teams with lower pre-game familiarity. In terms of game experience and team dynamics, audio aesthetics and empathy proved to be significant mediating factors. This AIDS game validation and improvement, and understanding and guiding the team building process.
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Municipalities increasingly seek to include citizens in decision-making processes regarding local issues, such as urban planning. This paper presents a case study on using Virtual Reality (VR) in a process of civic participation in the redesign of a public park. The municipality included citizens in intensive co-design activities to create three designs for the park and engaged the neighbourhood community in co-decision, in the form of a ballot. Through the civic participatory process, we studied the effectiveness of using VR technology to engage the community in participating in the co-decision process. The three designs were presented using highly realistic 360˚ visualisations and the effects on engagement were compared between various devices: VR headsets, smartphones, tablets, and computers. Viewing the designs in 2D paper plans was also included in the comparison. The study included over 1300 respondents that participated in the ballot. A statistical analysis of the collected data shows that participants viewing the 360˚ rendered images with VR technology expressed a significantly higher engagement in the co-decision process than those using their computer at home or viewing 2D paper plans. The paper describes the complete participatory design process and the impact of the e-governance used on the target group as well as on the actors organizing the e-governance process. We discuss how the use of new technology and active presence of a voting-support team inspired citizens to participate in the co-creation process and how the investment in this procedure helped the local authorities to generate support for the plans and strengthen its relationship with the community. The use of realistic visualisations that can be easily assessed by citizens through user-friendly technology, enabled a large and diverse audience to participate. This resulted in greater visibility of municipal efforts to enhance the living environment of citizens and is therefore an important step in increased civic engagement in municipal policy-making and implementation.
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Het project PreciSIAlandbouw heeft precisielandbouwtechnieken ontwikkeld en gevalideerd op vijf thema's: sensortechnologie, kennis en advies, robotisering, digitalisering, en verdienmodellen. Dit rapport bevat de resultaten van robotisering. Er zijn modules ontwikkeld om gewas en onkruid te onderscheiden en locaties van plantdetails nauwkeurig te bepalen.Hogeschool Saxion, lectoraat Lectoraat Smart Mechatronics and Robotics
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Based on the theory of embodied cognition we developed NOOT, at tangible tool that allows marking audio-moments during creative sessions. A detailed analysis of using NOOT in practice lead to a reconceptualization of NOOT within processes of external scaffolding. It also spurred a new design project focused on reflection during group sessions
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Wat zijn belangrijke succesfactoren om onderzoek, onderwijs en ondernemen bij elkaar te brengen, zó dat 'het klikt'. De uitdaging voor de toekomst van bedrijven in de smart factoryligt bij data science: het omzetten van ruwe (sensor) data naar (zinnige) informatie en kennis, waarmee producten en diensten verbeterd kunnen worden. Tevens programma van het symposium t.g.l. inauguratie 3 december 2015
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Innovatie en wendbaarheid zijn twee essentiële voorwaarden voor economische groei en welzijn. De noordelijke regio heeft veel potentie maar de benutting ervan is niet vanzelfsprekend. Het lectoraat Wendbaar Vakmanschap draagt bij aan Vital Regions, het hogeschoolbrede zwaartepunt waarmee NHL Hogeschool zich inzet voor het sociaalmaatschappelijk welzijn van de regio door praktijkgericht onderzoek te doen naar huidige en vernieuwende leerprocessen die veelal met samenwerkingspartners vorm krijgen. Het onderwijs bereidt jonge mensen voor op een actieve rol in de samenleving, economische zelfredzaamheid en een leven lang leren. Het lectoraat is ingesteld om kennis te ontwikkelen over leren, veranderen en innoveren. Het richt zich op leerprocessen die van invloed zijn op de wendbaarheid van vakmensen en professionals. Het zijn immers de wendbare professionals die innovaties aanjagen en maatschappelijke meerwaarde creëren en daarmee een cruciale rol spelen in de regionale activiteitensystemen
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