In 2021, Breda University of Applied Sciences – 7,000 students in the domains of Hotel Management, Facility Management, Games, Media, Logistics, Built Environment, Leisure & Events, and Tourism –discussed the impact of the emerging developments of immersive technologies (VR, AR, AI, Digital Twins) within the sectoral industries.This project, DigiReal – Digital Realities (DR) for Smart Industries - aimed to look beyond the diversity and variety of individual use cases to develop valuable concepts and innovations in methodologies and lab infrastructure, discussing questions: how do we create, use and experience DR sensibly, meaningfully, and responsibly?This report contains a coherent summary of the project with a lot of (domain) examples and technological developments. As a result, this report contains a BUas-wide research agenda on Digital Realities with a framework of overall, generic research questions, methodologies and ecosystems. This research has been financed by Regieorgaan SIA, part of the Dutch National Funding Organisation for Scientific Research (NWO)
In this study, we test the immersive character in an interactive content narrative developed for Microsoft HoloLens 2 mixed reality glasses in the dining context. We use retrospective think aloud protocol (RTAP) and galvanic skin response (GSR) to explore different types of immersion that can be created through interactive content narratives. Leaning on the core dimensions of the experience economy, we expand the current understanding on the role of immersion through integration of four immersive experience facilitators. The study revealed that these immersive experience facilitators occur simultaneously and can be enhanced through interactive content narrative design. Perceived novelty and curiosity were identified as key determinants to keep consumers engaged in the immersive experience and engage with the content. The study verifies the use of galvanic skin response in combination with retrospective think aloud protocol as a suitable approach to measure emotional engagement potential in interpreting consumers’ recollection of immersive experiences.
MULTIFILE
The 6th issue of the Fresh Perspectives series takes you on a playful but serious journey along the issues at stake when designing a mixed reality experience in the context of theatre and performance. The publication features a selection of projects describing in detail the artistic design processes, as well as the challenges and opportunities brought about by the use of mixed reality technologies.Joris Weijdom, researcher and lecturer at the Professorship, wrote the key article and curated this publication.
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.
SHAREHOUSE is een ruimte voor bedrijven in het STC om te experimenteren met eigen technologie. De experimenten worden wetenschappelijk gestroomlijnd en gericht op dataverzameling ter verbetering van magazijnwerk. Moderne technologieën, mens-technologie interactie, technologieadoptie en sociale innovatie, veiligheid, ethiek en duurzaamheid en de benodigde skills voor (toekomstige) medewerkers in de logistiek staan hierin centraal. SHAREHOUSE creëert tevens een open leeromgeving voor studenten en (MKB-)bedrijven, zodat ze in een praktijkomgeving ervaren hoe zij automated guided vehicles, virtual/augmented reality en wearables en exoskeletten voor goederenverwerking in een magazijn kunnen implementeren en beheersen. Publiek-private learning communities zorgen voor duurzame samenwerking tussen de belangrijkste stakeholders.
SHAREHOUSE is een ruimte voor bedrijven in het STC om te experimenteren met eigen technologie. De experimenten worden wetenschappelijk gestroomlijnd en gericht op dataverzameling ter verbetering van magazijnwerk. Moderne technologieën, mens-technologie interactie, technologieadoptie en sociale innovatie, veiligheid, ethiek en duurzaamheid en de benodigde skills voor (toekomstige) medewerkers in de logistiek staan hierin centraal. SHAREHOUSE creëert tevens een open leeromgeving voor studenten en (MKB-)bedrijven, zodat ze in een praktijkomgeving ervaren hoe zij automated guided vehicles, virtual/augmented reality en wearables en exoskeletten voor goederenverwerking in een magazijn kunnen implementeren en beheersen. Publiek-private learning communities zorgen voor duurzame samenwerking tussen de belangrijkste stakeholders.