From the article: "AbstractFeedback plays a central role in learning. Crucial to this is the nature and timing ofthe feedback. This experimental study explores the efficacy of immediate computer-mediated feedback within a virtual reality environment designed to facilitate thedevelopment of pre-university students' presentation skills. Two conditions wereestablished to assess the efficacy: immediate computer-mediated feedback; a controlcondition of delayed expert-mediated feedback. Results showed improvement butno statistically relevant difference in performance gains between the two conditions,suggesting both can facilitate learning. Furthermore, students perceived the environ-ment to be an effective and motivating platform in which to practise presentationskills. For educators seeking viable alternatives to face-to-face presentation practiceand feedback, the finding that immediate computer-mediated feedback is potentiallyas effective in aiding presentation performance is crucial for two reasons: first, itexpands practice opportunities for students; second, it could result in less pressureon resources, including time and staffing."
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Designers are increasingly collaborating with various stakeholders to address complex societal challenges. These challenges often require a codesign approach, where differ-ent actors with diverse perspectives and experiences unite to explore innovative ave-nues for change. Such collaboration requires empathy between the actors to under-stand each other’s perspective better in their interactions. This paper aims to assist so-cial designers in orchestrating such empathic codesign processes by introducing an Em-pathic Journey framework. This conceptual and practical framework is based on em-pathic design theory and three design cases which used Virtual Reality for perspective exchange between actors. The framework addresses the importance of integrating an emotional spark through immersion and the necessity of embedding immersive experiences in a larger journey.
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Wednesday 17th of January MediaLAB Amsterdam arranged LABFEST, a final expo where we could showcase our protypes and talk to people in the industry about our projects. We got a lot of nice feedback and are happy with the end-product we came up with. Quite a lot of people showed up and we were excited to talk to people about our prototype and the future possibilities of our Virtual Reality Exposure Therapy!
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Developing and testing several AR and VR concepts for SAMSUNG (Benelux) Samsung and Breda University of Applied Sciences decided to work together on developing and testing several new digital media concepts with a focus on VR and gaming. This collaboration has led to several innovative projects and concepts, among others: the organisation of the first Samsung VR jam in which game and media students developed new concepts for SAMSUNG GEAR in 24 hours, the pre-development of a VR therapy concept (Fear of Love) created by CaptainVR, the Samsung Industry Case in which students developed new concepts for SAMSUNG GEAR (wearables), the IGAD VR game pitch where over 15 VR game concepts were created for SAMSUNG VR GEAR and numerous projects in which VR concepts are developed and created using new SAMSUNG technologies. Currently we are co-developing new digital HRM solutions.
AI4debunk is een vierjarige EU-innovatieactie, gefinancierd door Horizon Europe, gewijd aan de bestrijding van desinformatie. Het project brengt 13 partners uit acht landen samen om burgers te empoweren met door AI aangedreven tools. Te midden van toenemende nepnieuws en propaganda streeft AI4Debunk naar het bevorderen van betrouwbaar online gedrag, in navolging van de oproep van de Europese Commissie voor een verstandige toepassing van AI.
Creating and testing the first Brand Segmentation Model in Augmented Reality using Microsoft Hololens. Sanoma together with SAMR launched an online brand segmentation tool based on large scale research, The brand model uses several brand values divided over three axes. However they cannot be displayed clearly in a 2D model. The space of BSR Quality Planner can be seen as a 3-dimensional meaningful space that is defined by the terms used to typify the brands. The third axis concerns a behaviour-based dimension: from ‘quirky behaviour’ to ‘standardadjusted behaviour’ (respectful, tolerant, solidarity). ‘Virtual/augmented reality’ does make it possible to clearly display (and experience) 3D. The Academy for Digital Entertainment (ADE) of Breda University of Applied Sciences has created the BSR Quality Planner in Virtual Reality – as a hologram. It’s the world’s first segmentation model in AR. Breda University of Applied Sciences (professorship Digital Media Concepts) has deployed hologram technology in order to use and demonstrate the planning tool in 3D. The Microsoft HoloLens can be used to experience the model in 3D while the user still sees the actual surroundings (unlike VR, with AR the space in which the user is active remains visible). The HoloLens is wireless, so the user can easily walk around the hologram. The device is operated using finger gestures, eye movements or voice commands. On a computer screen, other people who are present can watch along with the user. Research showed the added value of the AR model.Partners:Sanoma MediaMarketResponse (SAMR)