Zoekresultaten

Producten 597

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Immersive experience framework: a Delphi approach.

The concept of immersion has been widely used for the design and evaluation of user experiences. Augmented, virtual and mixed-reality environments have further sparked the discussion of immersive user experiences and underlying requirements. However, a clear definition and agreement on design criteria of immersive experiences remains debated, creating challenges to advancing our understanding of immersive experiences and how these can be designed. Based on a multidisciplinary Delphi approach, this study provides a uniform definition of immersive experiences and identifies key criteria for the design and staging thereof. Thematic analysis revealed five key themes – transition into/out of the environment, in-experience user control, environment design, user context relatedness, and user openness and motivation, that emphasise the coherency in the user-environment interaction in the immersive experience. The study proposes an immersive experience framework as a guideline for industry practitioners, outlining key design criteria for four distinct facilitators of immersive experiences–systems, spatial, empathic/social, and narrative/sequential immersion. Further research is proposed using the immersive experience framework to investigate the hierarchy of user senses to optimise experiences that blend physical and digital environments and to study triggered, desired and undesired effects on user attitude and behaviour.

MULTIFILE

31-12-2023
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Experience Tool: Mapping Facts And Practice To Develop (Spatial) Experiences

De Experience Tool: Mapping facts and practice to develop (spatial) experiences (Moes, Schrandt, Manuputty, Admiraal & van der Mark, 2019), is in eerste instantie ontwikkeld door docent-onderzoekers en een oud-student van het Amsterdam Fashion Institute (AMFI) om studenten beter onderbouwde afwegingen te laten maken over inrichting van bijvoorbeeld metrostations, winkels maar ook tentoonstellingen. De toolkit is dus niet ontwikkeld in het kader van Designing Experiencescapes of De Tentoonstellingsmaker van de 21ste Eeuw, maar deze onderzoeken hebben wel een belangrijke inhoudelijke basis gegeven voor de toolkit en zijn dus zeer relevant voor de (toekomstige) tentoonstellingsmaker. Het doel van deze tool is om spelers te inspireren bij en informeren over het creëren van belevingen in (hoofdzakelijk) fysieke ruimtes. De tool is voor iedereen die geïnteresseerd is in het creëren van belevingen en met name interessant voor studenten die een beleving willen neerzetten, in welke vorm dan ook en professionals uit de museale en de retailsector die invloed hebben op het inrichten van fysieke ruimtes.

MULTIFILE

31-12-2018
Experience Tool: Mapping Facts And Practice To Develop (Spatial) Experiences
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The Future of Zoos

This research concerning the experience and future of zoos was carried out from 2011-2012 and takes regional ideas concerning Zoo Emmen as well as global visions into account. The research focuses partly on Zoo Emmen, its present attractions and visitors while also comparing and contrasting visions on the future in relationship to other international zoos in the world. In this way, remarkable experiences and ideas will be identified and in the light of them, it can serve as inspiration for stakeholders of zoos at large. The main research subject is a look at the future zoos in view of: The Zoo Experience – an international experience benchmark; The Zoo of the Future – a Scenario Planning approach towards the future; The virtual zoo - zoo’s in the internet domain.

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31-01-2013
The Future of Zoos

Projecten 6

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Awe in Immersive Art for Societal Transformation

This project develops a European network for transdisciplinary innovation in artistic engagement as a catalyst for societal transformation, focusing on immersive art. It responds to the professionals in the field’s call for research into immersive art’s unique capacity to ‘move’ people through its multisensory, technosocial qualities towards collective change. The project brings together experts leading state-of-the-art research and practice in related fields with an aim to develop trajectories for artistic, methodological, and conceptual innovation for societal transformation.  The nascent field of immersive art, including its potential impact on society, has been identified as a priority research area on all local-to-EU levels, but often suffers from the common (mis)perception as being technological spectacle prioritising entertainment values. Many practitioners create immersive art to enable novel forms of creative engagement to address societal issues and enact change, but have difficulty gaining recognition and support for this endeavour. A critical challenge is the lack of knowledge about how their predominantly sensuous and aesthetic experience actually lead to collective change, which remains unrecognised in the current systems of impact evaluation predicated on quantitative analysis. Recent psychological insights on awe as a profoundly transformative emotion signals a possibility to address this challenge, offering a new way to make sense of the transformational effect of directly interacting with such affective qualities of immersive art. In parallel, there is a renewed interest in the practice of cultural mediation, which brings together different stakeholders to facilitate negotiation towards collective change in diverse domains of civic life, often through creative engagements. Our project forms strategic grounds for transdisciplinary research at the intersection between these two developments. We bring together experts in immersive art, psychology, cultural mediation, digital humanities, and design across Europe to explore: How can awe-experiences be enacted in immersive art and be extended towards societal transformation?

Lopend
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Barriers for the successful deployment of rehabilitation games

Physical rehabilitation programs revolve around the repetitive execution of exercises since it has been proven to lead to better rehabilitation results. Although beginning the motor (re)learning process early is paramount to obtain good recovery outcomes, patients do not normally see/experience any short-term improvement, which has a toll on their motivation. Therefore, patients find it difficult to stay engaged in seemingly mundane exercises, not only in terms of adhering to the rehabilitation program, but also in terms of proper execution of the movements. One way in which this motivation problem has been tackled is to employ games in the rehabilitation process. These games are designed to reward patients for performing the exercises correctly or regularly. The rewards can take many forms, for instance providing an experience that is engaging (fun), one that is aesthetically pleasing (appealing visual and aural feedback), or one that employs gamification elements such as points, badges, or achievements. However, even though some of these serious game systems are designed together with physiotherapists and with the patients’ needs in mind, many of them end up not being used consistently during physical rehabilitation past the first few sessions (i.e. novelty effect). Thus, in this project, we aim to 1) Identify, by means of literature reviews, focus groups, and interviews with the involved stakeholders, why this is happening, 2) Develop a set of guidelines for the successful deployment of serious games for rehabilitation, and 3) Develop an initial implementation process and ideas for potential serious games. In a follow-up application, we intend to build on this knowledge and apply it in the design of a (set of) serious game for rehabilitation to be deployed at one of the partners centers and conduct a longitudinal evaluation to measure the success of the application of the deployment guidelines.

Afgerond
project

Colouring Mycelium

To decrease the environmental impact caused by the construction sector, biobased materials need to be further developed to allow better integration and acceptance in the market. Mycelium composites are innovative products, with intrinsic properties which rise the attention of architects, designers and industrial companies. Until now, research has focused on the mechanical properties of mycelium products. The aim has been improving their mechanical strength, to achieve wider application in the construction sector. Alongside this, to introduce mycelium composites to a wider market, the aesthetic experience of the public also needs to be considered. In the context of this proposal, it is argued that users of biobased products can shift their attitudes towards their surroundings by adjusting to the visual aesthetics within their environment or products they surround themselves with (Hekkert, 1997). This can be further attributed to colours which can be experienced as warm or cold, aggressive or inviting, leading to experiences that may include pleasure or displeasure indicating the future success of the bio based product. Mycelium composites can be used as building materials, but also as interior design materials, therefore visible to its user. It is to determine the appropriate methodologies to confer colour to mycelium composites that the companies Impershield and Dorable came together to form the consortium for the present project. The investigated ways are: 1. Through the preliminary colouring of fibres and their use as substrate for mycelium growth 2. The surface treatment of the final product. The Centre of Expertise BioBased Economy (CoEBBE) and the Centre of Applied Research for Art and Design (CARADT) will be guiding the research through their experience with mycelium composites. This project will lay the basis to enhance visual appearance of mycelium composites, with the utilization of natural pigments, natural paints and coatings.

Afgerond