Abstract: Experiences are becoming increasingly important in events and festivals, which are prime manifestations of the experience economy. However, research on event experiences has generally been concerned with economic impacts and visitor motivations [Gursoy, D., Kim, K., & Uysal, M. (2004). Perceived impacts of festivals and special events by organizers: An extension and validation. Tourism Management, 25(2), 171–181. doi:10.1016/s0261-5177(03)00092-x]. Few studies have attempted to operationalise and quantitatively analyse experiences, and there is no consensual definition regarding the essence of experiences [Walls, A. R., Okumus, F., Wang, Y., & Kwun, D. J.-W. (2011). An epistemological view of consumer experiences. International Journal of Hospitality Management, 30(1), 10–21. doi:10.1016/j.ijhm.2010.03.008]. This article develops an Event Experience Scale (EES) for event experiences. In this exploratory study the item generation and selection for this scale are presented in three phases: specifying the domain of construct and generation of items, item selection, and scale purification. An 18-item scale, comprising four dimensions – affective engagement, cognitive engagement, physical engagement, and experiencing newness – with satisfactory values for Cronbach's alphas (.83,.86,.86, and.87), emerged. Implications for theoretical and practical research are discussed.
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This paper applies the Event Experiences Scale (EES) to seven cultural events in different countries with the aim of identifying generic dimensions of event experience. Exploratory factor analysis indicated the presence of four experience dimensions: cognitive engagement, affective engagement, physical engagement and novelty. These broadly reflect the four dimensions found in the original EES study [de Geus, S., Richards, G., & Toepoel, V. (2016). Conceptualisation and operationalisation of event and festival experiences: Creation of an event experience scale. Scandinavian Journal of Hospitality and Tourism, 16(3), 274–296]. In the cultural events analysed here, the cognitive dimension is strongest, followed by affective engagement, novelty and finally physical engagement. The experience dimensions are shown to vary significantly between visitor groups (particularly in terms of age) and by event location or context. Analysis of social media use shows that experiences also vary significantly through the stages of the ‘event journey’, with affective engagement being particularly prominent during and after the event.
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This chapter investigates the deeply mediatized experience of place and space within the lived practice of events by studying two annual Dutch cultural events as cases: Oerol Festival (2017) and 3FM Serious Request (2017). Drawing on substantial datasets containing online and offline participant observations, both short in situ interviews and longer in-depth interviews with a total of 248 interviewees and large datasets from Twitter and Instagram, this chapter demonstrates that media concurrently de-spatialize, in the sense that they diminish spatial borders and overcome distance, and affirm embodied experiences of being-in-place. I argue that it is liveness - the potential connection, through media, to events that matter to us as they unfold - that creates the closeness between the near and the far elements within the “eventsphere” and binds it all together into one event-space.
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Within the food industry there is a need to be able to rapidly react to changing regulatory requirements and consumer preferences by adjusting recipes, processes, and products. A good knowledge of the properties of food ingredients is crucial in this process. Currently this knowledge is available in scattered heterogeneous resources such as scientific peer-reviewed articles, databases, recipes, food blogs as well as in the experience of food-experts. This prevents, in practice, the efficient integration and use of this knowledge, leading to inefficiency and missed opportunities. In this project we will build a structured database of properties of food ingredients, focusing in particular on the taste and texture properties. By large-scale collection and text mining on a large number of textual resources, a comprehensive data set on ingredient properties will be created, along with knowledge on the relationships between these ingredients. This database will then be used for to find new potential applications for healthy and taste enhancing ingredient combinations by network-based discovery methods and artificial intelligence algorithms will be used. A concrete focus will be on application questions formulated by the industrial partners. The resulting hypothesis will be validated in a real life setting at the premises of the industrial partners. The deliverables of this project will be: - A reusable open-access ingredient database that is accessible via a user-friendly web portal - A set of state-of-the-art mining algorithms that can address a wide variety of industry driven use cases - Novel product formulations that can be further developed for the consumer and business2business market
Sport injuries are a major reason for reduced participation and drop-out from sports and PE. Refraining from sport participation has negative bearing effects on mental and physical wellbeing, which tracks into adulthood. It is therefore important for youth to be facilitated into lifelong active participation in physical activity and sport, as the importance of physical activity for the health of youth is undisputed. Participation in physical education (PE) classes and membership of sports clubs and are essential for health enhancing physical activity. Despite the importance of sports injury prevention in youth, no broad scale approaches that work in real-life situations with significant positive effects exist. Main reasons for this are very poor uptake and maintenance of current sports injury prevention exercises. Sportscoaches and physical educators experience these exercises as not context specific, time consuming and not contributing to their training goals. Whereas youth perceives these exercises as not attractive, no fun and without any play or game component. These aspects cause lack of maintenance and thus no significant reduction of injuries. Recent scientific and practical insights promote more emphasis on motivation through autonomy and attractive exercise routines based on principles of motor learning which can be integrated in regular training sessions or physical education classes. Purpose: Therefore, the Move Healthy project develops ICT based support video material of routines for and with physical educators and sport coaches, which supports them to prevent sports injuries in youth. This material should be easy to integrate in regular training sessions or physical education classes.
The PhD research by Joris Weijdom studies the impact of collective embodied design techniques in collaborative mixed-reality environments (CMRE) in art- and engineering design practice and education. He aims to stimulate invention and innovation from an early stage of the collective design process.Joris combines theory and practice from the performing arts, human-computer interaction, and engineering to develop CMRE configurations, strategies for its creative implementation, and an embodied immersive learning pedagogy for students and professionals.This lecture was given at the Transmedia Arts seminar of the Mahindra Humanities Center of Harvard University. In this lecture, Joris Weijdom discusses critical concepts, such as embodiment, presence, and immersion, that concern mixed-reality design in the performing arts. He introduces examples from his practice and interdisciplinary projects of other artists.About the researchMultiple research areas now support the idea that embodiment is an underpinning of cognition, suggesting new discovery and learning approaches through full-body engagement with the virtual environment. Furthermore, improvisation and immediate reflection on the experience itself, common creative strategies in artist training and practice, are central when inventing something new. In this research, a new embodied design method, entitled Performative prototyping, has been developed to enable interdisciplinary collective design processes in CMRE’s and offers a vocabulary of multiple perspectives to reflect on its outcomes.Studies also find that engineering education values creativity in design processes, but often disregards the potential of full-body improvisation in generating and refining ideas. Conversely, artists lack the technical know-how to utilize mixed-reality technologies in their design process. This know-how from multiple disciplines is thus combined and explored in this research, connecting concepts and discourse from human-computer interaction and media- and performance studies.This research is a collaboration of the University of Twente, Utrecht University, and HKU University of the Arts Utrecht. This research is partly financed by the Dutch Research Council (NWO).Mixed-reality experiences merge real and virtual environments in which physical and digital spaces, objects, and actors co-exist and interact in real-time. Collaborative Mix-Reality Environments, or CMRE's, enable creative design- and learning processes through full-body interaction with spatial manifestations of mediated ideas and concepts, as live-puppeteered or automated real-time computer-generated content. It employs large-scale projection mapping techniques, motion-capture, augmented- and virtual reality technologies, and networked real-time 3D environments in various inter-connected configurations.This keynote was given at the IETM Plenary meeting in Amsterdam for more than 500 theatre and performing arts professionals. It addresses the following questions in a roller coaster ride of thought-provoking ideas and examples from the world of technology, media, and theatre:What do current developments like Mixed Reality, Transmedia, and The Internet of Things mean for telling stories and creating theatrical experiences? How do we design performances on multiple "stages" and relate to our audiences when they become co-creators?Contactjoris.weijdom@hku.nl / LinkedIn profileThis research is part of the professorship Performative Processes