Staging collective VR experiences
Scalable and therefore affordable IX onboarding and social IX, as parts of an optimal user experience, remain important challenges for the IX community. How can museums onboard visitors more effectively so that more visitors can experience an IX that is functional at the same time? And how can they create a shared VR experience while doing so? That is what Amsterdam University of Applied Sciences will investigate in collaboration with a museum and an IX developer.
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May I ask you a question? A large-scale experiment examining the effectiveness of a multimodal, conversational digital dietitian on nutritional knowledge in virtual reality
Dietitians play a key role in health care, but a shortage of well-trained professionals is looming. Wageningen University & Research is therefore exploring an immersive digital dietitian: in VR, patients learn about portions, energy density and food preparation by preparing virtual meals themselves. The central question is whether the virtual dietitian's conversational abilities and non-verbal communication - asking questions, gestures, facial expressions - further strengthen the learning effect.
ImmersiveValidMovement: Validatie van consumenten-XR voor verantwoorde fysiotherapie oefeningen
In physiotherapy, there is a wish to use immersive experiences (IX) such as XR serious games both to motivate patients and to help them perform exercises correctly. To this end, VerseUS Games has developed XR exercise formats that use the built-in sensors of consumer XR headsets (such as Meta Quest and Pico) to record patients' movements. However, it is unclear to what extent these data are reliable and valid enough to assess clinically relevant joint angles, particularly in patients with complex shoulder complaints. ImmersiveValidMovement therefore focuses primarily on "new methodological approaches to measuring usability and effectiveness of IX". We develop and validate methods to derive movements of the head, neck, shoulder and elbow from XR sensor data (headset and hand controllers) and to assess their reliability. We do not develop new IX software or hardware, but work with existing VerseUS games and consumer XR headsets. The emphasis is on measurement methods, analysis techniques and responsible use. In work package 1 (the first three months) we carry out the preparatory work. Together with physiotherapists (FlevoFysiotherapie) we specify which joint angles and variables matter for correctly performing the prescribed exercise (position, speed, acceleration; in a global coordinate system and/or relative to body segments). VerseUS Games provides the XR environment and does the technical work to export the data collection from the headset in time-synchronised form. UMCG provides the research protocol, arranges ethical approval and has the research labs required to conduct the study. In work package 2 we then carry out the validation study, in which the XR measurements are compared with the gold standard (for example Vicon or Optotrak) available at UMCG. Reliability and validity are determined using, among other things, ICC, Bland-Altman plots, correlations and RMSE. Based on this research, UMCG will deliver a report on the validity and reliability of the VerseUS XR exercises as measured by the sensors in the commercial headsets. This provides the basis for further development.
Enhancing Authentic Learning in Primary Care: Real-Time Immersive Experiences in Family Medicine Clerkships
In medical education, too, much is expected of IX applications, certainly given the staff shortages in healthcare. With IX, students should go through a suitable and effective learning experience. Maastricht University is therefore investigating, together with two general practices, how students can experience real patient consultations digitally and live by means of IX.
Ethiek verbeelden: bruggen slaan tussen analoge en digitale immersieve ervaringen
Saxion, together with two SMEs and two foundations, investigates how human interaction, empathy and ethics are preserved when traditional role-play situations are combined with digital elements. A practical question that education professionals, live action role play (LARP) creators and IX designers answer jointly with students.