Towards a Common Language for Immersive Experiences: a Cross-Sector Exploration of Concepts and Measurement
How are IX effects measured? And do different sectors actually mean the same thing when they use IX concepts and measurement methods? These questions evolve alongside developments in the IX field. For Zuyd University of Applied Sciences, this is reason to critically re-examine the perception of existing concepts and methods, together with other research groups and IX creators from the creative industry.
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Experience the future, embrace the change: The potential of IX to create and leverage teachable moments and improve lifestyle behaviors in osteoarthritis patients
A healthy lifestyle is crucial for many patients, but a doctor's advice alone rarely leads to lasting behaviour change. Tilburg University is investigating whether immersive experiences can create and reinforce so-called teachable moments in osteoarthritis patients: moments in which a patient vividly realises the consequences of an unhealthy lifestyle. In IX, patients experience the long-term consequences of their behaviour in an emotionally resonant way, as a driver of motivation to live more healthily.
GausScape: Evaluating 3D Gaussian Splatting for Spatial Understanding in Greenhouse Environments
In greenhouse horticulture, operators have to monitor optimal growing conditions for crops. Together with two SMEs, Wageningen University & Research (WUR) focuses on the question: what desirable and undesirable effects does a specific 3D technique (Gaussian Splatting) have on operators' work process, perception and decision-making, as opposed to the current technique? In addition, the insights from this research may be relevant to other sectors.
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.
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.