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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Artikel gaat over de inzet van virtual reality bij patiënten met pijn.
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This conceptual article argues for a broader view of the role of events in social systems. When analyzed as social phenomena, events can be seen as social actors that have the potential to both sustain and transform social systems. The maintenance of social systems is often reliant on iterative events, regularly occurring celebrations that tend to confirm social structures. In contrast, pulsar events have the potential to transform social structures. In this sense events can be seen as actors that have important influences on social systems, particularly in linking localized small world networks with the global space of flows. These ideas are explored through the case of Barcelona, which illustrates the interplay between these different types of events in their total portfolio, and how the extension of ritual in the sense of Collins can also contribute to the generation of new relationships and practices in the contemporary network society. Barcelona is examined as an eventful city in which the alternation of continuity through iterative events and change through pulsar events contributes to increasing the network effects of events.
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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
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This paper describes a project to explore the possibilities of virtual worlds in educating Green IT. In the project a virtual world has been created with various assignments which are meant to create awareness on sustainability aspects of IT. The world (and the assignments) will be incorporated in a course for first-year IT students. In order to measure the effects of the course, a questionnaire has been developed which can be used before and after the course to measure the attitude towards green IT.
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This introduction to the special issue on events as platforms, networks, and communities reviews recent research on these subjects. It outlines the previous work of the ATLAS Events Group in developing a “network approach to events,” as well as conceptualizing the differences between event networks and platforms.
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Designers are increasingly collaborating with various stakeholders to address complex societal challenges. These challenges often require a codesign approach, where differ-ent actors with diverse perspectives and experiences unite to explore innovative ave-nues for change. Such collaboration requires empathy between the actors to under-stand each other’s perspective better in their interactions. This paper aims to assist so-cial designers in orchestrating such empathic codesign processes by introducing an Em-pathic Journey framework. This conceptual and practical framework is based on em-pathic design theory and three design cases which used Virtual Reality for perspective exchange between actors. The framework addresses the importance of integrating an emotional spark through immersion and the necessity of embedding immersive experiences in a larger journey.
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All over the world, sport events are seen as significant tools for creating positive social impact. This is understandable, as sport events have the power to attract enthusiastic participants, volunteers and to reach large audiences of visitors and followers via (social) media. Outbursts of excitement, pleasure and feelings of camaraderie are experienced among millions of people in the case of mega events. Still, a fairly large section of the population does not care that much for sports. Some may experience road blocks, litter and noise disturbance from the events. Sport events generally require investments, often from local or national authorities. Concerned citizens rightfully point at alternative usage of public money (e.g. schools, health care). Thrills and excitement are good things, but does that warrant public money being spent on? Or is there a broader social significance of sport events? Can sport events help alleviate societal issues (like cohesion, inequality and non-participation), do they generate a social impact beyond what spectators experience during the event? In this report the authors have aimed to describe the state of play as regards the evidence for the occurrence of a social impact from sport events and the strategies that are required to enhance social impact from sport events. For the report, an extensive scan of the literature was performed and input was collected from a key group of international experts.
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