The Good, the Bad, and the Ugly: Exploring the Potential of VR for Decolonial Storytelling
Public values are a key priority of the CIIIC funding programme. How do we ensure IX applications are developed, deployed and used responsibly? This theme runs through every funded project like a common thread. The project led by Inholland University of Applied Sciences (with partners including the National Archives and the National Library of the Netherlands) focuses entirely on public values. Its central question: how can scriptwriters responsibly develop cinematic VR stories about colonial histories and their continuing impact on society today?
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The Locus Of Fear 7 (TLOF_7)
One example is the project The Locus of Fear, in which UMC Amsterdam collaborates with the University of Twente and 2 IX creators from the cultural and creative industries. In this practice-based artistic research project, they explore how IX can help us better understand and measure experiences of fear.
To what degree do interactive agents enhance the willingness-to-adopt IX?
IX environments have the potential to transform how people train physical, interactive skills - from surgery to team sports. Vrije Universiteit Amsterdam, working with movement scientists, IX developers and a user-experience designer, is investigating whether interactive avatars that physically respond to a user's movements can make XR training more engaging and effective. The test case is a football training exercise in which participants learn to make themselves available for a pass - with and without virtual defenders that move in response.
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 judgements about what is desirable, but also for anticipating possible futures and the values at the heart of them. A key barrier to inclusive decision-making is the lack of future consciousness and ethical capacity. Many people struggle to imagine the implications of technology. Non-users in particular experience a knowledge gap and don't feel entitled to a voice in the conversation, even though they are the ones who bear the impact of that technology. This problem is compounded by the fact that the future of a technology is often shaped by a handful of companies with business models that fuel polarisation and digital dependency, while environmental impact and social costs are externalised. This increases the risk of one-sided decision-making. The project applies ethics-by-design by actively and inclusively involving city residents in exploring the ethical dilemmas raised by emerging technology. We treat social friction as a source of innovation and link technology development to values such as safety, power and inclusion. The research focuses on expanding people's capacity for imagination through two 'Moral Labs': 1 - A traditional presentation (image and text), followed by a discussion; 2 - An immersive presentation in Virtual Reality (VR), followed by a discussion. In both scenarios, multiple participants will discuss their positions and the moral dilemmas together. The VR intervention uses multiplayer functionality to create social presence. By running a moderated split test across these two scenarios, this research measures the effectiveness of an immersive experience against a traditional presentation. The richness of both conversations is analysed using Ahvenharju's (2018) five dimensions of future 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.
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 healthcare, but a shortage of well-trained professionals is looming. Wageningen University & Research is therefore investigating an immersive digital dietitian: in VR, patients learn about portion sizes, 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.
Enhancing Authentic Learning in Primary Care: Real-Time Immersive Experiences in Family Medicine Clerkships
Medical education also has high expectations of IX applications, especially given the staff shortages in healthcare. Students need IX to deliver a suitable and effective learning experience. That's why Maastricht University, together with two GP practices, is researching how IX can let students experience real patient consultations digitally and live.
Responsible Immersive Support for Firefighter Retreat under Unreliable Spatial and Communication Information
Firefighters retreating from a building operate under extreme time pressure, poor visibility and high mental strain - precisely when positioning and communication can become unreliable. The University of Twente is researching how immersive systems can make this uncertainty visible and understandable, so that digital cues support decision-making without creating false confidence or adding to the user's mental load.