Over the past years, innovative technologies (such as Virtual Reality (VR), Augmented Reality (AR) and Mixed Reality (MR)) have become more common within news organizations. These technologies allow users to immerse themselves in a virtual world. With these types of productions, the journalist tries to engage and involve the user by introducing emotional styles, often to create empathy. This does not only demand new technological skills, but also challenges the way journalist allow emotions in journalistic productions, and what role they take in relation to the story and the user. Through fifteen in-depth interviews with immersive producers and experts in renowned news organizations across the globe, this paper examines both the motivations of journalists who produce immersive stories, and how they seek to balance traditional journalistic norms and emotionality in them. The results show that journalists believe that emotions and facts can be compatible with journalistic production. Yet, they struggle with their role in relation to the user. Immersive journalism obliges journalists to carefully reconsider their relationship with their public. In sum, this study illuminates an ongoing professional debate on the role of emotionality, user agency, and journalistic control and autonomy.
In light of the current debate on the impact of our current food system on climate changeand related mitigation strategies, addressing the acceptance of sustainability aspects within consumerbehavioral issues is of vital importance. However, the field remains mute on how those strategies canbe designed and employed effectively to stimulate sustainable food consumption behavior. Immersivenarrative design is a promising approach to engaging consumers in this context. Within this study, weshed light on how to create immersive, impactful, interactive narratives in augmented reality (AR)together with consumers. We propose a novel approach to how those stories can be planned, utilizingparticipatory design methods. Within a step-wise process, we develop the storyboard together withconsumers. In the next step, we evaluate multiple approaches with AR application developers onhow this storyline can be enhanced in AR considering the perspective of various stakeholders likedevelopers, behavioral scientists, and consumers. Finally, we propose a conceptual framework for howimmersive narratives can be designed and validated in a collaborative, multidimensional approachfor impactful AR narrative content designs to stimulate sustainable food behavior for consumers.
In 2021, Breda University of Applied Sciences – 7,000 students in the domains of Hotel Management, Facility Management, Games, Media, Logistics, Built Environment, Leisure & Events, and Tourism –discussed the impact of the emerging developments of immersive technologies (VR, AR, AI, Digital Twins) within the sectoral industries.This project, DigiReal – Digital Realities (DR) for Smart Industries - aimed to look beyond the diversity and variety of individual use cases to develop valuable concepts and innovations in methodologies and lab infrastructure, discussing questions: how do we create, use and experience DR sensibly, meaningfully, and responsibly?This report contains a coherent summary of the project with a lot of (domain) examples and technological developments. As a result, this report contains a BUas-wide research agenda on Digital Realities with a framework of overall, generic research questions, methodologies and ecosystems. This research has been financed by Regieorgaan SIA, part of the Dutch National Funding Organisation for Scientific Research (NWO)
The AR in Staged Entertainment project focuses on utilizing immersive technologies to strengthen performances and create resiliency in live events. In this project The Experiencelab at BUas explores this by comparing live as well as pre-recorded events that utilize Augmented Reality technology to provide an added layer to the experience of the user. Experiences will be measured among others through observational measurements using biometrics. This projects runs in the Experience lab of BUas with partners The Effenaar and 4DR Studio and is connected to the networks and goals related to Chronosphere, Digireal and Makerspace. Project is powered by Fieldlab Events (PPS / ClickNL)..
This project addresses the critical issue of staff shortages and training inefficiencies in the hospitality industry, particularly focusing on the hotel sector. It connects with the urgent need for innovative, and effective training solutions to equip (inexperienced) staff with hospitality skills, thereby improving service quality and sustainable career prospects in the hotel industry. The project develops and tests immersive technologies (augmented and virtual reality, AR/VR) tailored to meet specific training needs of hotels. Traditional training methods such as personal trainings, seminars, and written manuals are proving inadequate in terms of learning effectiveness and job readiness, leading to high working pressure and poor staff well-being. This project aims to break this cycle by co-creating immersive training methods that promise to be more engaging and effective. Hotelschool The Hague has initiated steps in this direction by exploring AR and VR technologies for hotel staff training. This project builds on these efforts, aiming to develop accessible, immersive training tools specifically designed for the hotel sector. Specifically, this project aims to explore the effectiveness of these immersive trainings, an aspect largely overlooked in the rapid development of immersive technology solutions. The central research question is: How do immersive AR and VR training methods impact job readiness and learning effectiveness in the hotel sector? The one-year KIEM project period involves co-creating, implementing, and evaluating immersive training in collaboration with Hotelschool The Hague and Hyatt Andaz Amsterdam Prinsengracht Hotel in real-life settings. The partnership with Warp Industries, a leader in immersive technology, is crucial for the project’s success. Our findings will be co-created and multiplied through relevant sector associations such as House of Hospitality. This project aligns with the MV’s Impact Level 1: Transitions by promoting innovative training strategies that can lead to a fundamental shift in the hospitality industry, thereby enhancing social earning capacities.
Craft your own audience: How can a technology-driven company use online gaming communities, like Minecraft, to reach and engage a young audience? This project creates a context in which reality is simulated, by having students work together for a real client in an international context. In this project we explore innovative ways in which Samsung can engage younger audiences through Minecraft, the world's best-selling game with almost 140 million monthly players (2023). This project is focused on on educating, researching and developing playable prototypes within Minecraft that demonstrate how online gaming communities can be used to connect technology companies with a new generation of users. Societal issueInclusion of different ages around technology literacy and education (21st century skills).Benefit to societyGlobal inclusive community around education and R&D, higher cultural awareness.Collaborative partnersManchester Metropolitan University; Samsung Benelux.