Author-supplied abstract: Developing large-scale complex systems in student projects is not common, due to various constraints like available time, student team sizes, or maximal complexity. However, we succeeded to design a project that was of high complexity and comparable to real world projects. The execution of the project and the results were both successful in terms of quality, scope, and student/teacher satisfaction. In this experience report we describe how we combined a variety of principles and properties in the project design and how these have contributed to the success of the project. This might help other educators with setting up student projects of comparable complexity which are similar to real world projects.
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
Immersive technologies are redefining and revolutionizing the staging of experiences and co-creation of value, implicating the management of customer experiences. However, limited studies have looked at the role of immersive technologies as part of the customer experience management (CXM) process. Incorporating the concepts of experience economy and value co-creation, this study proposes a dynamic CXM framework that highlights the emerging field of immersive technologies like augmented and virtual reality as part of business and marketing research. The framework acts as a guide for researchers and industry practitioners to initiate immersive technology ventures that are rooted in the co-creation and management of customer experiences
MULTIFILE
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?
Lipids, proteins and biological active compounds that are present in insects can serve as nutrient source for poultry production. Because of the potential benefit effects of using insects as feed additives, we must consider the effects of gut microbiome on the insect affects itself, and the expected effect on the microbiome of the broilers that consume these insects. This is specifically important in the situation where live insects are fed to poultry, without prior processing. In this proposal we describe to study whether larvae fed to broilers will affect their microbiome in a positive way for practical applications in poultry industry. Hence, a pilot proof-of-concept study will be carried out as basis for a follow-up proposal for a larger project in the future, that we also like to set-up within this project. In that follow-up proposal, focus will be on the effect of different substrates for insects, on the insect microbiome, to spike insects with specific bacteria and to track their microbiome dynamics over time, and the effect of these insects used as a feed additive on the broiler gut microbiome. This study will provide results on if live Black Soldier Fly larvae (BSFL) can affect the broiler gut microbiome in a positive way, and relevant outcomes will be exploited in a follow-up research proposal in which these effects will be unraveled in detail for adoption by the industry. The project is a collaboration between cooperative insect company RavenFeed and NGN Pro-active both with knowledge on BSFL rearing, Wageningen Bioveterinary Research (WBVR) with knowledge on insect diseases and microbiome analysis, Schothorst Feed Research (SFR) highly experienced in poultry nutrition research and having unique poultry facilities, and Aeres University of Applied Sciences Dronten (AHD) with research facilities for BSFL rearing under experimental conditions.
The population in rural areas in the northern provinces are aging in a much higher pace than in other parts of the Netherlands. Many young and higher educated citizens move out of these provinces. Quality of life in rural villages decreases likewise and the inhabitants that stay behind are more vulnerable, with lower income and educational levels. Recent decentralization policies put a larger burden on local constituencies to guarantee the quality of the living environment but a lot of them lack sufficient knowledge and capacity to tackle this complex issue.The initiators of this application have joined their knowledge and experience to put together a consortium with the aim to support these smaller constituencies in rural areas in the three northern provinces with a new and innovative methodology: the GO! approach. This approach was developed in the neigborhoods of Utrecht municipality and will be used for the first time in rural communities with a comparable size .This approach consists of the following steps:• First to identify possibilities to create a healthier living environment by analyzing available data on pollution, spatial layout and social cohesion.• To discuss the result of this analysis with local citizens and other local stakeholders in order to link the data with local experiences• To prioritize into major themes as a result of the combination of all this available information.• To link these major themes to combinations effective measures available from RIVM and international databases.• To present these combinations to the local government, their citizens and other local stakeholders in order to let them choose for an effective approach and inplemant it together in order to create a local healthier living environment.The GO! approach will provide local citizens and professionals with the necessary tools and knowledge to work jointly and effectively to realize a healthier living environment. The project partners that jointly started the consortium will put in effort during this first year to build and formalize the consortium and to make arrangements with several constituencies in the three northers provinces to formulate their own specific knowledge agenda as a basis for concrete project proposals in the second stage to be implemented with the support of the formalized consortium.