Shima Rezaei Rashnoodi (Project lead Universidad de Monterrey) & Marnix S. van Gisbergen (Project Lead), Felipe Lega (Animation), Guillermo Enrique Lavin Montero (Art).
YOUTUBE
Marnix S. van Gisbergen (project leader), Shima Rezaei Rashnoodi (project leader), Karlijn van Baal (Producer), Kevin Otto (Director), Leonie Palm (DOP), Adinda Berends (Audio), Joost Scheffers (Editing), Danny Linssen (Supervisor).
YOUTUBE
Abstract Background Visuospatial neglect (VSN) is a cognitive disorder after stroke in which patients fail to consciously process and interact with contralesional stimuli. Visual Scanning Training (VST) is the recommended treatment in clinical guidelines. At the moment, several mixed reality versions of Visual Scanning Training (VST) are being developed. The aim of this study was to explore the opinions of end-users (i.e., therapists) on the use of Virtual Reality (VR) and Augmented Reality (AR) in VSN treatment. Methods Therapists played one VR and two AR Serious Games, and subsequently flled out a questionnaire on User Experience, Usability, and Implementation. Results Sixteen therapists (psychologists, occupational, speech, and physiotherapists) played the games, thirteen of them evaluated the games. Therapists saw great potential in all three games, yet there was room for improvement on the level of usability, especially for tailoring the games to the patient’s needs. Therapists’ opinions were comparable between VR and AR Serious Games. For implementation, therapists stressed the urgency of clear guidelines and instructions. Discussion Even though VR/AR technology is promising for VSN treatment, there is no one-size-fts-all applicability. It may thus be crucial to move towards a plethora of training environments rather than a single standardized mixed reality neglect treatment. Conclusion As therapists see the potential value of mixed reality, it remains important to investigate the efcacy of AR and VR training tools.
DOCUMENT
The growth of migrants and refugees puts pressure on the building of temporary settlements. Most are designed based on functional aspects, especially during Covid crisis. Emotional well-being connected to the notion of home is missing, impeding an inclusive community. Being There is a VR-experience of migration spaces developed through participatory-design approaches centred around needs connected to home. Thematic analysis based on 28 interviews with Latin-American migrant/refugee women and volunteers, revealed the meaning of home, based on: culture, temporary transition, togetherness, and journey. The insights were used to create the VR animations (of the journey), the ideal temporary space, the interactions (with migrant voice-overs) and Volumetric-Captured character scenarios. It revealed the importance and possibilities to translate notions of home into VR-experiences to raise empathy and awareness for the importance of designing settlements regarding sense of home and shows how VR helps architects to understand, design and communicate temporary spaces.
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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.
MULTIFILE
Background: Sexual deviance is regarded as an important risk factor for sexual offending. However, little is known about the development of deviant sexual interests. The transfer of arousal between emotions, i.e., excitation transfer, could attribute sexual salience to stimuli that would otherwise not be sexual in nature. As such, excitation transfer could contribute to the very beginning of unusual or deviant sexual interests. The current protocol proposes a study to investigate to what extent excitation transfer occurs, i.e., to what extent genital and subjective sexual arousal to sexual stimuli is higher in an emotional state than in a neutral state. Following a prior pilot study, several adjustments were made to the study protocol, including a stronger emotional manipulation by using 360-degree film clips and the inclusion of a larger and more sexually diverse sample. Methods: We will recruit 50 adult male volunteers with diverse sexual interests. We will induce sexual arousal in four different emotional states (aggression/dominance, endearment, fear, disgust) and a neutral state. Sexual arousal will be measured genitally using penile plethysmography and subjectively via self-report. Using paired samples t-tests, sexual arousal in the emotional states will be compared with sexual arousal in the neutral state. Discussion: We aim to show that arousal in response to emotional stimuli that are initially nonsexual in nature, can enhance sexual arousal. These findings have potentially important implications for the development of unusual and/or deviant sexual interests and possibly for the treatment of such sexual deviant interests in people who have committed sexual offenses.
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The aim of this research is to explore the potential of Mixed Reality (MR) technologies for Operator Support in order to progress towards Industry 4.0 (I4.0) particularly for SMEs. Through a series of interventions and interviews conducted with local SMEs, potential use cases and their drawbacks have been identified. From this, insights were derived that serve as a starting point for conducting further experiments with MR technology in the smart manufacturing laboratory at the THUAS in Delft. The intervention consisted of a free form workshop in which the participants get ‘tinkering’ time to explore MR in their own work environment. The various levels of awareness were assessed in three stages: during an introductory interview, and after an instruction meeting and some ‘tinkering’. The study took place in the period from January 2022 to July 2022 with 10 local SMEs in the Netherlands. The results show that for all SMEs the awareness and understanding increased. The use cases identified by operators themselves concerned Quality Control, Diagnostics, Instruction, Specification and Improvement of Operations. Drawbacks foreseen related to Ergonomic Concerns, Resistance from operators, Technical considerations, Unavailability of MR device and an insufficient digital infrastructure to support MR in full extent. The use case most promising to the participants was further developed into a physical prototype for an ‘assisted assembly cell’ by which the aspects of ergonomics and the mentioned technical considerations could be analysed.
MULTIFILE
Immersive journalism (IJ) is often assumed to be inherently emotion-inducing. Through using inclusive technology, interaction possibilities and immersive narratives, the audience should ideally experience what feels like to be in a certain situation. However, for the most part we do not know to which extent and in what form IJ influences the experience of emotions. We wanted to investigate, whether, and if so, which characteristics of IJ are related to the experience of emotions, and which role the personality trait empathy tendency plays in this respect. This is important, as the evaluation of IJ often relies on the emotion-inducing assumption thereof. Four different experiments comparing one immersive journalistic characteristic (level of inclusion, interaction possibilities, immersive narratives) to the respective non-immersive counterpart were conducted. Results indicate that while the level of inclusion and interaction possibility increase the intensity of the experience, the immersive narrative influences the valence dimension of emotions. Additionally, empathy tendency is found to be a relevant moderator for these effects. Conclusions are threefold. First, the narrative form of IJ is key; second, the analysis of IJ needs to go beyond the level of inclusion; third, including emotions when assessing IJ is fundamental to understand its impact.
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Agricultural by-products, that is primary residue, industrial by-products and animal manure, are an important source of nutrients and carbon for maintaining soil quality and crop production but can also be valorised through treatment pathways such as fermentation, incineration or a combination of these called bio-refinery. Here, we provide an overview of opportunity to reduce environmental impact of valorising agricultural by-products. We estimate the available by-products in Northwestern Europe as a case study and the maximum and realistic greenhouse gas reduction potentials. Availability, collectability, the original use and environmental impact including land use changes, soil carbon sequestration and pollution swapping are discussed as critical factors when valorising agricultural by-products.
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