There has been limited adoption of Immersive Journalism (IJ) by the audience; simultaneously, the audience’s perspective is rarely considered in the production and research of IJ. At this point, however, it is crucial to incorporate an audience perspective to identify potentially unintended effects of IJ and improve on the innovation of IJ. This study investigates the audience’s experience and evaluation of IJ by qualitatively analyzing their thoughts after viewing two IJ cases. Our results indicate that the audience may pick up on intended effects, such as a sense of presence and an intense emotional experience, but some also express unease towards these effects. Furthermore, the audience struggles to comprehend this study’s two immersive journalistic cases as part of the journalistic genre. These findings provide insight into the gap between the initial hype and the current reality of IJ and provide the basis for propositions for future IJ productions.
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The Annual Conference on the Human Factor in Cybercrime is a small and specialised scientific event that aims to bring together scholars from around the world to present their research advances to a select audience. Its dynamic and linear format favours group discussions since all contributions are heard by all the attendants. This, together with its tailored social scheme, promotes interaction between members, which—in turn—leads to new collaborations. However, it has not yet been analysed whether the design of the conference actually encourages varied participation and fosters collaborative networks among its participants. The purpose of this chapter is to assess participation in the 2018 and 2019 editions to determine whether this is the case. Using descriptive analyses, here we show how participation in the conference has varied and examine the composition of the collaboration networks among the participants. The results show an increased and more diverse participation in the 2019 meeting along with a greater presence of stakeholders. Furthermore, the findings reveal that members of previously established organisations play an important role in cohering the network. Yet few connections exist between academia and practice. A further analysis of the strengths and weaknesses identified in the two editions of the conference serves to elaborate a series of recommendations for future editions.
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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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Sinds de corona reset wordt in de culturele en creatieve sector volop geïnnoveerd om tijdelijke sluitingen en financiële verliezen te compenseren. Aanbieders van hoogwaardige culturele programma’s, zoals presentatie-instellingen en zelforganiserende collectieven, coördineren in hoog tempo digitale expositieruimtes, livestreams en online debatten, waarmee ze hun bestaande (offline en lokale) en nieuwe (online en mondiale) publiek bedienen. Soms ook tegelijkertijd, in een hybride evenement; met een beperkt live publiek én een onbeperkt aantal online bezoekers. Hoe zorgen zij dat beide groepen bij deze livecastings een gelijkwaardige ervaring hebben? En hoe benutten ze de potentie van dit opgenomen materiaal voor publicatie en blijvende publieksinteractie in hun digitaal (web)archief? Ad hoc coronaoplossingen behoeven nu toekomstbestendige doorontwikkeling. Met MKB’ers ontwikkelen we een langetermijnvisie op off/online kennisdeling van hun culturele aanbod, op voorwaarden van duurzaamheid en technologische onafhankelijkheid in het beheer en de data-opslag van hun gepubliceerde materiaal. Verregaande digitalisering en klimaatoverwegingen geven namelijk naast corona urgentie aan een visie op hybride programmering. In het onderzoek worden werkende principes ontwikkeld voor een langetermijnvisie op een hybride en kwalitatief hoogwaardig programma-aanbod, met het oog op het bedienen van nieuw en bestaand publiek na de corona reset, via participatieve livecasts van evenementen, de samenhangende verslaglegging daarvan middels publicaties die uiteindelijk in levende archieven te komen: Om het knelpunt van ‘schermmoeheid’ bij eindgebruikers van programma-aanbod te voorkomen, ontwikkelen we werkende principes in het oplossingsgebied ‘participatieve livecasting’, om de succespijler ‘gezamenlijke publiekservaring bij online evenementen’ te bewerkstelligen. Om het knelpunt van ‘gefragmenteerde informatievoorziening’ bij programma-aanbieders te voorkomen, ontwikkelen we werkende principes in het oplossingsgebied ‘hybride publicaties’, om de succespijler ‘samenhang in off/online programma-aanbod’ te bewerkstelligen. Om het knelpunt van een ‘reactieve houding’ bij programma-aanbieders te voorkomen, ontwikkelen we werkende principes in het oplossingsgebied ‘levende archieven’, om de succespijler van een ‘anticiperende houding in de werkwijze van programma-aanbieders’ te bewerkstelligen.
There are many digital tools and online agendas that try to help people in getting a clear overview of the cultural events and venues available in their city. They generate an overview which is quite suitable for finding commercial, mainstream entertainment events but most of the time they lack the ‘in depth’ content. As such, they are quite ‘generic’ and overlook the niches and specific sub-genres that define the heart of the cultural sector of a city (and match the individual preferences of the consumer). On the other hand, larger cities, with more than 100.000 inhabitants, may have websites or apps that counter this mainstream approach but tend to be too ‘cultural’, in the sense that they focus on artistic niche cultures or on specific events for very small target audiences. Both approaches make it challenging for (starting) artists to reach their potential audiences in a structural way and in that sense ‘valorise’ their content. A combination of those approaches could work, but that leads to the problem of overchoice, and requires a better filtering system. The “Just What I Want project” aims to bridge this gap in approach and uses the knowledge of experienced parties like the Groningen Night Mayor and the conclusions that were drawn after 3 years of the existence of the Here & Now in Groningen platform to generate a new form of cultural participation. This participation is intended to suit a wide variety of audiences and their potential events as well as venues and the audience that they search for.
There are many digital tools and online agendas that try to help people in getting a clear overview of the cultural events and venues available in their city. They generate an overview which is quite suitable for finding commercial, mainstream entertainment events but most of the time they lack the ‘in depth’ content. As such, they are quite ‘generic’ and overlook the niches and specific sub-genres that define the heart of the cultural sector of a city (and match the individual preferences of the consumer). On the other hand, larger cities, with more than 100.000 inhabitants, may have websites or apps that counter this mainstream approach but tend to be too ‘cultural’, in the sense that they focus on artistic niche cultures or on specific events for very small target audiences. Both approaches make it challenging for (starting) artists to reach their potential audiences in a structural way and in that sense ‘valorise’ their content. A combination of those approaches could work, but that leads to the problem of overchoice, and requires a better filtering system. The “Just What I Want project” aims to bridge this gap in approach and uses the knowledge of experienced parties like the Groningen Night Mayor and the conclusions that were drawn after 3 years of the existence of the Here & Now in Groningen platform to generate a new form of cultural participation. This participation is intended to suit a wide variety of audiences and their potential events as well as venues and the audience that they search for.