Nu nieuwe technologieën als virtual en mixed reality steeds toegankelijker worden voor erfgoedinstellingen, rijst de vraag hoe ervaringen met deze technologieën zo ontworpen kunnen worden dat bezoekers de vaak onzichtbare verhalen en context en van stedelijk (im)materieel erfgoed kunnen ervaren. De Hogeschool van Amsterdam, Reinwardt Academie en de Oude Kerk hebben daarom een kleinschalig onderzoek opgezet naar het prototype Soundverse. Soundverse is een virtuele en multi sensorische interpretatie van de Oude kerkstor en die gemaakt is door studenten van de Hogeschool van Amsterdam in samenwerking met de Oude Kerk. In het onderzoek stond de vraag centraal in hoeverre Soundverse (potentiële) bezoekers de mogelijkheid biedt om een verbinding aan te gaan met de stedelijke erfgoedlocatie de Oude Kerk. Daarbij is gebruik gemaakt van de emotienetwerken-methodiek die is ontwikkeld door de Reinwardt Academie en Imagine IC. Uit de gesprekken blijkt dat het levendige en speelse karakter van Soundverse wordt gewaardeerd, maar ook dat een gevoel van vervreemding optreedt doordat de relatie met de Oude Kerk onduidelijk blijft. Verder komt naar voren dat de toegepaste adaptatie op het emotienetwerken-model kansen biedtvoor studenten bij het uitvoeren van hun onderzoek.
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Collaborative Mixed Reality Environments (CMREs) enable designing Performative Mixed Reality Experiences (PMREs) to engage participants’ physical bodies, mixed reality environments, and technologies utilized. However, the physical body is rarely purposefully incorporated throughout such design processes, leaving designers seated behind their desks, relying on their previous know-how and assumptions. In contrast, embodied design techniques from HCI and performing arts afford direct corporeal feedback to verify and adapt experiential aesthetics within the design process. This paper proposes a performative prototyping method, which combines bodystorming methods with Wizard of Oz techniques with a puppeteering approach, using inside-out somaesthetic- and outside-in dramaturgical perspectives. In addition, it suggests an interdisciplinary vocabulary to share and evaluate PMRE experiences during and after its design collaboration. This method is exemplified and investigated by comparing two case studies of PMRE design projects in higher-art education using the existing Social VR platform NEOS VR adapted as a CMRE.
Het organiseren van grootschalige festivals laat voorlopig nog op zich wachten, musea mogen alleen open voor kleine groepen en winkels hebben een strikt deurbeleid. Met deze fysieke beperkingen nemen kansen voor organisaties om (potentiële) klanten aan zich te binden aanzienlijk af. Het lectoraat Crossmedia van de Hogeschool van Amsterdam onderzoekt welke rol virtual reality (VR) kan spelen bij het verrijken van klantervaringen en het overbruggen van de fysieke afstand tussen organisatie en klant. Daarbij richt zij zich specifiek op de vraag of er middels VR waardevolle verbintenissen tot stand kunnen komen tussen deelnemers en events, bezoekers en musea én tussen klanten en winkels. Een vraag die nu, in de 1,5 meter samenleving waar wij ons in bevinden, relevanter is dan ooit.
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The AR in Staged Entertainment project focuses on utilizing immersive technologies to strengthen performances and create resiliency in live events. In this project The Experiencelab at BUas explores this by comparing live as well as pre-recorded events that utilize Augmented Reality technology to provide an added layer to the experience of the user. Experiences will be measured among others through observational measurements using biometrics. This projects runs in the Experience lab of BUas with partners The Effenaar and 4DR Studio and is connected to the networks and goals related to Chronosphere, Digireal and Makerspace. Project is powered by Fieldlab Events (PPS / ClickNL)..
This project addresses the critical issue of staff shortages and training inefficiencies in the hospitality industry, particularly focusing on the hotel sector. It connects with the urgent need for innovative, and effective training solutions to equip (inexperienced) staff with hospitality skills, thereby improving service quality and sustainable career prospects in the hotel industry. The project develops and tests immersive technologies (augmented and virtual reality, AR/VR) tailored to meet specific training needs of hotels. Traditional training methods such as personal trainings, seminars, and written manuals are proving inadequate in terms of learning effectiveness and job readiness, leading to high working pressure and poor staff well-being. This project aims to break this cycle by co-creating immersive training methods that promise to be more engaging and effective. Hotelschool The Hague has initiated steps in this direction by exploring AR and VR technologies for hotel staff training. This project builds on these efforts, aiming to develop accessible, immersive training tools specifically designed for the hotel sector. Specifically, this project aims to explore the effectiveness of these immersive trainings, an aspect largely overlooked in the rapid development of immersive technology solutions. The central research question is: How do immersive AR and VR training methods impact job readiness and learning effectiveness in the hotel sector? The one-year KIEM project period involves co-creating, implementing, and evaluating immersive training in collaboration with Hotelschool The Hague and Hyatt Andaz Amsterdam Prinsengracht Hotel in real-life settings. The partnership with Warp Industries, a leader in immersive technology, is crucial for the project’s success. Our findings will be co-created and multiplied through relevant sector associations such as House of Hospitality. This project aligns with the MV’s Impact Level 1: Transitions by promoting innovative training strategies that can lead to a fundamental shift in the hospitality industry, thereby enhancing social earning capacities.
The IMPULS-2020 project DIGIREAL (BUas, 2021) aims to significantly strengthen BUAS’ Research and Development (R&D) on Digital Realities for the benefit of innovation in our sectoral industries. The project will furthermore help BUas to position itself in the emerging innovation ecosystems on Human Interaction, AI and Interactive Technologies. The pandemic has had a tremendous negative impact on BUas industrial sectors of research: Tourism, Leisure and Events, Hospitality and Facility, Built Environment and Logistics. Our partner industries are in great need of innovative responses to the crises. Data, AI combined with Interactive and Immersive Technologies (Games, VR/AR) can provide a partial solution, in line with the key-enabling technologies of the Smart Industry agenda. DIGIREAL builds upon our well-established expertise and capacity in entertainment and serious games and digital media (VR/AR). It furthermore strengthens our initial plans to venture into Data and Applied AI. Digital Realities offer great opportunities for sectoral industry research and innovation, such as experience measurement in Leisure and Hospitality, data-driven decision-making for (sustainable) tourism, geo-data simulations for Logistics and Digital Twins for Spatial Planning. Although BUas already has successful R&D projects in these areas, the synergy can and should significantly be improved. We propose a coherent one-year Impuls funded package to develop (in 2021): 1. A multi-year R&D program on Digital Realities, that leads to, 2. Strategic R&D proposals, in particular a SPRONG/sleuteltechnologie proposal; 3. Partnerships in the regional and national innovation ecosystem, in particular Mind Labs and Data Development Lab (DDL); 4. A shared Digital Realities Lab infrastructure, in particular hardware/software/peopleware for Augmented and Mixed Reality; 5. Leadership, support and operational capacity to achieve and support the above. The proposal presents a work program and management structure, with external partners in an advisory role.