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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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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This qualitative research note reports two neglected themes in research on virtual reality tourism experiences, i.e. its potentially addictive nature and temporary sense of isolation. Existing work on virtual reality tourism experiences has applied existing knowledge and theories and has solely tested how VR applications can positively mediate or moderate the tourist experience. This study adopted an inductive approach, analyzing contents of reviews and blogs, and consequently uncovered a temporary sense of isolation and the addictive nature of virtual reality as hidden themes within virtual reality tourism experiences. We stress the importance of further work on addiction and a sense of isolation in terms of their nature, role, and effects
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)