Uitgave, onder verantwoordelijkheid van het Lectoraat New Business & ICT, met bijdragen van onder andere lector Hugo Velthuijsen (onder andere voorwoord) en Franz Josef Gellert. Tekst van Bureau Brouwers. Dit boekje biedt een overzicht van de projecten die het lectoraat New Business & ICT gedurende de eerste vijf jaar van zijn bestaan heeft uitgevoerd. Het geeft een beeld van de ruime kennis en ervaring die door praktijkgericht onderzoek en samenwerking met de beroepspraktijk is opgebouwd. Het boekje is ook een inspiratiebron voor het bedenken van nieuwe toepassingen van e-health.
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.
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Ehealth toepassingen ontstaan in interactie tussen zorgprofessionals en ICT’ers. Binnen die samenwerking is het goed om elkaars rollen en verantwoordelijkheden goed te begrijpen. Te vaak is het resultaat van de samenwerking niet goed en heeft “de ander” het gedaan. In dit document worden de verschillende rollen en verantwoordelijkheden van de betrokken professionals bij de ontwikkeling van nieuwe ehealth toepassingen uitgelegd aan de hand van een metafoor: de metafoor van de gereedschapskist. Dit document eindigt met een aantal werkprincipes die binnen het lectoraat New Business & ICT worden gehanteerd om de eigen rol en verantwoordelijkheid goed in te kunnen vullen. NOT-13-01.
Measuring and designing user experience in retail and gaming virtual reality using a CAVE set-up In this project we designed and measured user experiences in a CAVE virtual reality set-up. Virtually all studies have taken the form of experiment studies and have been conducted among consumers (in total more than 1500 consumers) who had to visit the virtual world with assignments based on which behaviour has been observed and after which a survey was conducted afterwards. The studies were carried out within the three lines of inquiry: a. Branded games / in-game advertising, revealing (positive) effects of in-game advertising on attention and attitude based on logos and faces incorporated into the games. Various applications (prototypes) have been developed that stimulate the shopping experience and the interaction between shop and consumer. (b) FMCG: studies answered the question which factors influence search and choice behaviour in the supermarket. On the basis of the studies, the clients have designed new packaging and adapted existing designs, deployed new shelf layouts, developed and implemented new Retail strategies, optimized instore communication and (e) the knowledge about consumer behaviour in the supermarket within the organization has been increased. (c) Location Based Advertising: recommendations have been made for the partners concerned and the field of work on (a) development of non-intrusive pervasive/ubiquitous advertising concepts (2nd screen, LBA, gaze-based advertising etc.), (b) development of virtual test environments and associated interaction methods and (c) exploration and review of theoretical models for persuasive communication and behavioural influence. Partners: Heinz, Nokia, DVJ-Insights, Radboud University, Brand Loyalty, IRI, Talpa, TU/e, Philips