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.
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This paper proposes a new framework for the production and development of immersive and playful technologies in cultural heritage in which different stakeholders such as users and local communities are involved early on in the product development chain. We believe that an early stage of co-creation in the design process produces a clear understanding of what users struggle with, facilitates the creation of community ownership and helps in better defining the design challenge at hand. We show that adopting such a framework has several direct and indirect benefits, including a deeper sense of site and product ownership as direct benefits to the individual, and the creation and growth of tangential economies to the community.
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In this project, immersive media (XR, VR, AR) are created and tested as a remediation strategy to help improve the experience of existing TV content and reach and engage both new and existing target groups more effectively. In this project, students and alumni from AGM and Queensland University of Technology (QUT) work together under the supervision of the R&D department from the professorship Digital Media Concepts and QUT to develop innovative immersive media products based on existing TV productions from Banijay. Banijay is the largest independent production and distribution company in the world. Banijay will provide the challenges, content and feedback on the students’ progress and skills during the (VIS) project, and will offer the opportunity to work on existing international productions with real expectations and demands, and the opportunity to actually market the concepts the students develop. Several new concepts are now in production stage to be released and tested.
The project proposal focuses on Virtual Humans (VHs) emerging as a Key Enabling Technology (KET) for societal prosperity. VHs (or embodied, digital, intelligent agents) are highly realistic and highly interactive digital representations of humans in entertainment of serious applications. Most known examples – beyond video games and virtual media productions – are virtual influencers, virtual instructors, virtual news readers, and virtual doctors/patients in health care or therapy. It is increasingly difficult for academic and applied researchers, let alone for users and policymakers, to keep up with the technological developments, societal uses, and risks of VHs. Due to its expertise in game technology, immersive media, and applied AI, BUas is one of the leading partners of the regional Virtual Human Research, Development and Innovation (RDI) agenda. MindLabs coordinates this agenda with BUas, Fontys Uas, and Tilburg University as principal partners. The multidisciplinary RDI agenda integrates design and engineering research, use case applications and evaluation as well as ethics and critical societal reflection. This regional Virtual Humans agenda, however, is not (yet) linked to the EU RDI agenda. Collaboration on Virtual Humans RDI is not yet well established in EU institutions and networks. The aim of this project is to 1) strengthen (our) European-knowledge position on VHs by joining and building networks to find out what the research and innovation agenda on VHs looks like; 2) Conduct one or more experimental studies on empathic interaction between real- and virtual humans to develop a multidisciplinary R&D agenda (pilot title: 'Virtual Humans – Real Emotions'); 3) Develop the ideas, content and partnerships for strong EU-funded RDI proposals In the VESPER project, we partner up with researchers and knowledge institutes the Humbolt University and the University of Bremen in Germany and Howest in Belgium.
VIRGiN reveals types of local & regional storytelling techniques that fit Virtual Reality based on research among journalists and professional and user generated VR concepts.Within a context of an already complicated media strategy puzzle, Virtual Reality (VR) has entered the news domain. VR might be a new means to attract and engage audiences with news. However, hardly any tested local and regional VR news productions exist. This makes it unclear how to create local and regional VR news and how to implement this effectively inside the newsrooms. VIRGiN aims to reveal different types of local/regional news and storytelling techniques that are suitable for VR. Based on the creation and testing of newly developed, professional and user generated VR news productions, we want to learn about the benefits and thresholds of using VR as a means to reach and engage audiences with local and regional news stories.Partners:Omroep BrabantBreda VandaagUitgeverij de BodeAPVIS