This article traces the emergence of one particular genre of discourse, the genre of "new realism" in the Dutch public debates on multicultural society from the early 1990s till Spring 2002. The focus upon different "genres" implies an interest in the performative power of discourse, i.e. the way in which any discourse, in or by its descriptions of reality, (co)produces that reality. Four distinctive characteristics of "new realism" are detected in three subsequent public debates, culminating in the genre of "hyper-realism", of which the immensely successful and recently murdered politician Pim Fortuyn proved to be the consummate champion. Cet article explique le développement d'un genre particulier de discours, le "nouveau réalisme", au sein du débat public sur la société multiculturelle aux Pays Bas. La période étudidée s'étale du début des années 1990 jusqu'au printemps 2002. L'importance attribuée aux différents "genres" reflète un intérêt pour le pouvoir performatif du discours, notamment la facon dont le discours (co)produit la réalité qu'il décrit. On décèle quatre traits distinctifs du "nouveau réalisme" dans trois débats publics qui débouchent sur le "hyper-réalisme" genre dont Pim Fortuyn, homme politique ayant connu un grand succès et victime récente d'un meurtre,s'était fait le champion attitré.
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Within a short period of time, the Netherlands transformed itself from a relatively tolerant country to a nation that called for cultural assimilation, tough measures and neo-patriotism. The discursive genre of 'new realism' played a crucial role in this retreat from multiculturalism, and that had a dual effect for immigrant women. Whereas formerly they were virtually ignored by both the integration and the emancipation policy, since the triumph of new realism they are in the centre of both policy lines and there is now more policy attention for their needs and interests. Yet in the public debate the culture card is drawn frequently and immigrant women are portrayed as either victims or accomplices of their oppressive cultures. Policy makers and practitioners in the field, however, succeeded in avoiding cultural stereotyping by developing cultural-sensitive measures, while naming them in culture-blind terms.
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New immersive technologies and COVID lockdowns increase the attention for Virtual Reality Pornography (VRP). In this study, heterosexual women were interviewed about the effect of realism in VRP, using a new VRP Role-framework based on six dimensions. Results showed that VRP evokes strong negative and positive emotions. Different types of realism evoked confusion around fidelity and pornography and triggered different relationship boundaries, roles, and rules. Feelings of betrayal and fidelity seemed less when the partner experiences 360° recorded VRP (VR-type-dimension) alone (companion-dimension). Acceptance and confusion appear high around shared computer-generated experiences with control over avatars (interactive-dimension) that look like the self (resemblance-dimension). Feelings of doubt and betrayal seem high when the partner experiences VRP with strangers using realistic-looking avatars (realism-dimension) that resemble (well)known persons or the partner. This study helps companies explore ways to improve VRP content while considering ethical questions society raises concerning VRP’s impact on relationships.
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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.
It is essential to look for new forms of care, with an emphasis on Prevention, Relocation and Replacement (Health & Care Knowledge and Innovation Agenda 2020-2030). Especially when it comes to Alcohol Use Disorder (AUD). Globally, more than 5% of all illness and injury are attributable to AUD. Treatment is challenging; 47-75% of AUD patients who are clinically detoxified relapse within one year. Recovry aims to prevent an unhealthy lifestyle due to (alcohol) addiction by developing and testing a Virtual Reality (VR) and Augmented (AR) in clinic treatment and self-prevention tool (relocating and replacing care treatment). A key research question within professorship digital media concepts is the role of realism in VR, AR and virtual humans on experience and behavior, in this case the confidence and skills to say no to alcohol. This project helps to develop version 4.0 with many improvements related to new AR and VR technologies.Societal issueTreatment for addictionBenefit for societyInclusion in society (from patient to people)