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.
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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.
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.
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.
Van ethische dilemma’s naar toekomstdenken: immersieve technologie als katalysator voor inclusieve besluitvorming
Technological innovations bring urgent ethical questions with them. These questions call not only for an assessment of what is desirable, but also for anticipating possible futures and the values that are central to them. A major barrier to inclusive decision-making is a lack of futures awareness and ethical capacity. Many people find it hard to imagine the implications of technology. Non-users in particular experience a knowledge gap and feel they cannot join the conversation, even though they do undergo technology's impact. This problem is reinforced because the future of a technology is often imagined by a handful of companies whose business models encourage polarisation and digital dependency, while environmental impact and social costs are externalised. This increases the likelihood of one-sided decision-making. The project applies ethics-by-design by involving a city's residents inclusively and actively in exploring ethical dilemmas around emerging technology. We use social friction as a source of innovation and connect technology development to values such as safety, power and inclusion. The research focuses on strengthening the imagination through two 'Moral Labs': 1 - a traditional presentation (image and text), followed by a conversation; 2 - an immersive presentation in Virtual Reality (VR), followed by a conversation. In both scenarios, several participants discuss the positions taken and the moral dilemmas together. The VR intervention uses multiplayer functionality to create social presence. By running a moderated split test on the two scenarios above, this research weighs the effectiveness of an immersive experience against the traditional presentation. The richness of both conversations is analysed using Ahvenharju's (2018) five dimensions of futures consciousness and the LIWC tool (Boyd, 2022). The results offer insight into how immersive technology can contribute to inclusive ethical dialogue and democratic decision-making.