Knowledge Manuals for strong foundation in the creation of video and film projects using virtual production-assisted technology.
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Obesity is a complex problem worldwide. This chronic condition has many different causes. One of them is emotional eating. In about 40% of overweight people, emotional eating plays a major role. Emotional eating is the tendency to (over)eat in response to negative emotions such as stress or irritability. The target group is at a distance from care - due to shame they do not dare to seek help. Within the mental health services there are long waiting lists.The goal of this dissertation is to gain knowledge to support emotional eaters in coping with emotional eating behavior in a self-help setting that is appropriate to the time and context. To achieve this, we need to better understand the needs of emotional eaters in terms of virtual coaching and self-management. We formulated the following research question, "How can virtual coaching facilitate emotional eaters to cope with self-management of their emotional eating behavior?"Knowledge was gathered about their wishes regarding virtual support. Based on this, personas were developed, labeled with emotions, that give shape to the two prototypical problem situations of the emotional eater: 1) experiencing cravings, and 2) giving in to those cravings through binge or overeating.Participants recognized themselves in the problem situations presented, and that there is a need for virtual coaching and for greater understanding of one's own emotions and emotion regulation skills.Research was conducted on the possibilities surrounding the customized delivery of exercises in emotion regulation, which revealed that people mentioned the potential of the exercises, but that their presentation needed improvement.Virtual coaching is potentially successful for this group; participants showed themselves to be accessible and visible; there was openness and outspokenness by the participants about situations presented, etc.; there was goodwill towards digital coaching and doing exercises; the participants also showed themselves to be competent in doing exercises independently.The chance of success with regard to the development of a virtual coach has increased because the target group is open to virtual coaching where future users can work independently with their problems.
Virtual training systems provide highly realistic training environments for police. This study assesses whether a pain stimulus can enhance the training responses and sense of the presence of these systems. Police officers (n = 219) were trained either with or without a pain stimulus in a 2D simulator (VirTra V-300) and a 3D virtual reality (VR) system. Two (training simulator) × 2 (pain stimulus) ANOVAs revealed a significant interaction effect for perceived stress (p =.010, ηp2 =.039). Post-hoc pairwise comparisons showed that VR provokes significantly higher levels of perceived stress compared to VirTra when no pain stimulus is used (p =.009). With a pain stimulus, VirTra training provokes significantly higher levels of perceived stress compared to VirTra training without a pain stimulus (p <.001). Sense of presence was unaffected by the pain stimulus in both training systems. Our results indicate that VR training appears sufficiently realistic without adding a pain stimulus. Practitioner summary: Virtual police training benefits from highly realistic training environments. This study found that adding a pain stimulus heightened perceived stress in a 2D simulator, whereas it influenced neither training responses nor sense of presence in a VR system. VR training appears sufficiently realistic without adding a pain stimulus.
Alcohol use disorder (AUD) is a pattern of alcohol use that involves having trouble controlling drinking behaviour, even when it causes health issues (addiction) or problems functioning in daily (social and professional) life. Moreover, festivals are a common place where large crowds of festival-goers experience challenges refusing or controlling alcohol and substance use. Studies have shown that interventions at festivals are still very problematic. ARise is the first project that wants to help prevent AUD at festivals using Augmented Reality (AR) as a tool to help people, particular festival visitors, to say no to alcohol (and other substances). ARise is based on the on the first Augmented Reality Exposure Therapy (ARET) in the world that we developed for clinical treatment of AUD. It is an AR smartphone driven application in which (potential) visitors are confronted with virtual humans that will try to seduce the user to accept an alcoholic beverage. These virtual humans are projected in the real physical context (of a festival), using innovative AR glasses. Using intuitive phone, voice and gesture interactions, it allows users to personalize the safe experience by choosing different drinks and virtual humans with different looks and levels of realism. ARET has been successfully developed and tested on (former) AUD patients within a clinical setting. Research with patients and healthcare specialists revealed the wish to further develop ARET as a prevention tool to reach people before being diagnosed with AUD and to extend the application for other substances (smoking and pills). In this project, festival visitors will experience ARise and provide feedback on the following topics: (a) experience, (b) awareness and confidence to refuse alcohol drinks, (c) intention to use ARise, (d) usability & efficiency (the level of realism needed), and (e) ideas on how to extend ARise with new substances.
For the development of a circular economy and the reduction of the environmental impact of supply chains, the sharing of reliable information throughout the entire chain is a prerequisite. In practice, this is difficult to realise which blockchain can improve. BCLivingLab aims to explore the application of blockchain technology in supply chain and logistics. The project develops four physical hubs and a virtual repository for blockchain knowledge to support SME’s in developing use-cases and experiment with blockchain applications. The ambition is to build a community of interested stakeholders and to be involved in current and future blockchain initiatives.
For the development of a circular economy and the reduction of the environmental impact of supply chains, the sharing of reliable information throughout the entire chain is a prerequisite. In practice, this is difficult to realise which blockchain can improve. BCLivingLab aims to explore the application of blockchain technology in supply chain and logistics. The project develops four physical hubs and a virtual repository for blockchain knowledge to support SME’s in developing use-cases and experiment with blockchain applications. The ambition is to build a community of interested stakeholders and to be involved in current and future blockchain initiatives.