Funded projects

Here you will find our funded projects that (partly) have been made possible through CIIIC schemes: from research to demonstration projects. This page keeps growing: as ongoing schemes award new projects, we add them here.

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CIIIC Start 1 Active

EGG: Hoe een immersieve kunst beleving over transitie doorwerkt in het dagelijks leven van mensen en groepen in een wijk

EGG is a large-scale, sensory-interactive and learning art installation in the shape of an egg, designed to spark encounters and conversations about societal system transitions. The sculpture has a smooth, organic form. Visitors can lean against it, climb on it and move freely around it. They can experience the ‘hatching process’ of an unknown, fictional creature inside the egg through their senses. Through the use of augmented reality (AR) and sensor technology, EGG responds to heat, light and sound. This creates a responsive and partly unpredictable system that prompts spontaneous encounters and conversations among bystanders about transitions taking place in the neighbourhood. The project's implementation and research are guided by the Public Values Guideline for Immersive Experiences (CIIIC), which serves as a framework for the careful handling of visitors, data and societal impact. Art and performance can have profound effects on empathy, meaning-making and shifts in perspective (Brown & Novak-Leonard, 2011; Broadhead & Hooper, 2024; Norton, 2015). However, there is limited knowledge about how such experiences carry through into everyday behaviour, social relationships and neighbourhood-based transition practices (Spaas, 2024; Horvath et al., 2025). This research addresses the question: how does the installation and its development over time resonate with people and within neighbourhood-based transition processes (Vervoort et al., 2020)? And how can the effects of human–art interaction be interpreted in terms of values, relationships and community-building (scaling deep), as a basis for meaningful translation to other contexts (scaling out) (Fraser, 2010 & 2023; Moore et al., 2015)? The research maps experiences, emotions, meanings and possible shifts in thinking and behaviour, building on the data generated by the installation through qualitative research: • EGG as Canvas: visitors leave behind written, drawn and material traces; • EGG Radio: a participatory platform where young people in particular discuss their experiences; • AR and sensor data: which reveal interactions, attention and resonance patterns.

CIIIC Start 1 Active

Ethiek verbeelden: bruggen slaan tussen analoge en digitale immersieve ervaringen

This project explores how analogue and digital forms of immersive experiences can reinforce each other within an educational context. The central research question is how human interaction, empathy and ethics can be preserved when traditional role-play scenarios are enhanced with digital components. The project aims to develop an integrated model that makes optimal use of both the power of face-to-face role-play and the possibilities of digital immersion. The previously developed IX 'De Lifetimer' serves as a test case for an analogue immersive experience in which participants use physical aids, such as name tags and simple props. This setting emphasises closeness, spontaneity and emotional engagement. The workings and impact of these low-tech elements are systematically examined in terms of immersion, imaginative power and emotional response. In parallel, the project explores how similar effects can be achieved digitally, for example through visual effects or immersive audio. These digital approaches are tested and evaluated through proof-of-concepts. Ultimately, the project will develop a hybrid bridging model that meaningfully connects the analogue and digital IX worlds and encourages exchange between the two domains. The intended outcomes include: a theoretical framework for hybrid immersive learning experiences, a series of proof-of-concepts demonstrating practical applicability, and a growing network of analogue and digital creators. In doing so, the project makes a concrete contribution to the development of responsible, future-proof immersive experiences in educational settings.

CIIIC Kern 1 Active

FeedbackReady: Ontwikkeling en validatie van VR-scenario's voor het versterken van feedbackvaardigheden van werkplekbegeleiders verpleegkunde

FeedbackReady develops and validates a VR-based Immersive Experience (IX) to strengthen workplace supervisors' confidence in giving feedback to nursing students across three hospitals. Workplace supervisors have sufficient knowledge of feedback methods, but experience uncertainty and hesitation to act in emotionally charged situations: when a student reacts defensively, when professional behaviour needs to be addressed, or when previous feedback has had little effect. Existing training offers too little room to practise precisely these kinds of situations. VR provides a safe environment to rehearse them repeatedly, without direct consequences for care practice. In FeedbackReady, Inholland and Windesheim Universities of Applied Sciences, together with OLVG, Spaarne Gasthuis, Noordwest Ziekenhuisgroep and The Simulation Crew, are researching how a VR-based intervention can be effectively designed and sustainably implemented to strengthen the self-efficacy of nursing workplace supervisors in giving feedback. The project runs for 24 months and comprises three work packages: iteratively designing and testing three VR scenarios, selected on the basis of survey results and context-analysis interviews, co-created with workplace supervisors (WP1); applying and evaluating the intervention in everyday practice at three hospitals (WP2); and securing and sharing knowledge through an open-access implementation guide, regional workshops and a closing conference (WP3). FeedbackReady investigates whether hospitals can effectively use immersive experiences for emotionally charged learning situations, thereby validating SME-developed conversational avatar technology within the complex care context. The results will be shared with more than 80 Dutch hospitals via Sigra, LOOV and DUTCH. In doing so, the project contributes to CIIIC objective 1 (knowledge and methods for designing and developing responsible IX) and objective 3 (a strong IX ecosystem that innovates, develops, applies and scales up together), with the societal impact of improving the quality of placement supervision — at a time when nursing education is under growing pressure from persistent staff shortages.

ADRIE 2025 Phase 2 Active

Futures of Listening

Futures of Listening has developed an R&D programme based on the principle of 'listening to a multivocal world'. The consortium researches and develops new forms of immersive creation, listening and experience through spatial sound, deepening our understanding of the world and addressing societal challenges such as inclusivity and environmental issues. At the same time, it aims to firmly establish spatial sound as an artistic and technological discipline within the wider IX sector, improve the quality of spatial sound experiences, encourage new forms of listening and knowledge transfer, and strengthen international positioning and accessibility. The activity programme consists of a series of activities delivered through a community-driven approach involving makers and researchers. At its core is a residency programme in which makers - both invited and selected through open calls - collaborate with researchers and developers. Together, they work on developing prototypes for immersive creations and sensory storytelling, exploring immersive listening and weaving together the relationship between inclusivity, humans and non-humans. Four mutually reinforcing research areas are being developed ('message', 'perception', 'technology', and 'place & access'). This is supported by knowledge sharing and open-source tools, interfaces and instruments through symposia, an online platform and a concluding publication. Other activities include international events, workshops, education and mentorship.

CIIIC Start 1 Active

Gedeelde inzichten in interactionele en impactvolle XR

XR learning environments - such as VR simulations and interactive training scenarios - are increasingly used in health care, communication, safety and public services. They help professionals practise difficult conversations, analyse complex situations and experiment safely with new behaviour. Despite this growth, it is not yet sufficiently clear which didactic and design choices make these environments effective, inclusive and responsible. The project Gedeelde inzichten in interactionele en impactvolle XR investigates how immersive learning environments can be designed to support learning, reflection and meaningful professional practice. The focus is not on the technology, but on the experience of users: how they navigate, interpret, process feedback and gain insight into digital decision-making processes. Together with XR creators and partners from the health care and public sectors, we analyse existing applications - such as VR-Gedeelde Smart and the BEP environments - and gather experiences from designers, health care professionals, communication advisers and environmental analysts. We build on existing, long-used XR learning environments and a proven collaboration, so that we do not need to develop new technology and can devote resources fully to research, analysis and validation. By linking their practical knowledge to insights from conversation analysis, user experience design, adoption theories and smart education, we develop and validate a set of generic design and didactic principles for effective and responsible XR learning environments. These principles address, among other things, clarity, interaction, reflection, accessibility and value-conscious design. The results yield scalable knowledge for the broad XR sector: from design studios and public organisations to educators working with immersive technology. In doing so, the project contributes to a more responsible and inclusive use of XR in society and offers concrete tools for digital decision-making and complex communication.

CIIIC Start 1 Active

ImmersiveValidMovement: Validatie van consumenten-XR voor verantwoorde fysiotherapie oefeningen

In physiotherapy, there is growing interest in using immersive experiences (IX), such as XR serious games, to motivate patients and 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 track patients' movements. However, it remains unclear how reliable and valid this data is for assessing 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 are developing and validating methods to derive head, neck, shoulder and elbow movements from XR sensor data (headset and hand controllers) and to assess their reliability. We are not developing new IX software or hardware, but working with existing VerseUS games and consumer XR headsets. The focus 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 are relevant for correctly performing the prescribed exercise (position, velocity, acceleration; within a global coordinate system and/or relative to body segments). VerseUS Games provides the XR environment and handles the technical work of exporting time-synchronised data collected from the headset. UMCG oversees the research protocol, arranges ethical approval, and provides the research labs needed to carry out the study. In work package 2, we then carry out the validation study, comparing the XR measurements against the gold standard (such as Vicon or Optotrak) available at UMCG. Reliability and validity are determined using methods including 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 commercial headsets. This report will form the basis for further development.

CIIIC Kern 1 Active

Interactiemechanismen voor verantwoorde XR-gesprekstraining

This practice-oriented research project aims to develop and empirically validate cross-sector design and didactic principles for immersive (XR/IX) learning environments in which professionals practise complex and (publicly) sensitive conversations. The core challenge: many XR simulations are convincing, but there is still insufficient evidence on which concrete design choices demonstrably help professionals to spot issues early in an interaction, adapt accordingly, act responsibly, and make that action explainable — with explicit attention to public values such as privacy, inclusion and transparency. The project draws on Discursive Psychology (DP) and Conversation Analysis (CA): professional conduct is understood as something "done" in real time through interaction (via timing, phrasing, turn-taking and repair), and is therefore observable and trainable. Feedback in IX should not "score" individuals, but instead reflect what actually happened in the interaction and what effect it had on the other person's response (next-turn evidence). To make this concrete, the project operationalises generic, adjustable IX design variables ("design dials"): sequential design of conversational action (from opening to closing), turn design, timing and participation (speaking space, silences, interruptions), positioning and accountability (boundaries, responsibility, weighing of norms), and repair and alignment — making "breakdowns" learnable through replay and debrief. The approach involves two pilot rounds in which IX variants are compared under controlled design conditions (for example, with or without interactional cues, in real time or via replay). Interactional indicators from logging and annotations are combined with learning outcomes from replay and debrief sessions, where possible supported by pre- and post-measurements and inter-coder reliability checks. The intended outputs are reusable resources for SME creators and public organisations, including a toolkit and design guide, a practical protocol for deployment and evaluation (including logging, replay and debrief), a rubric or checklist for quality assurance, and a scenario library with reuse conditions. The project is organised into work packages covering public values and governance, measurement and debrief, phrasing and cues, patterns, rubric and transfer, and critical moments with replay and debrief, with iterative milestones over 24 months and oversight from a steering group.

CIIIC Kern 1 Active

IXcel-BAZ: Ontwikkeling en validatie van immersieve leeromgevingen voor schaalbaar en overdraagbaar opleiden in de regionale Basis Acute Zorg

Training within Basic Acute Care (BAZ) is under pressure from rising demand for care, staff shortages and high workloads. At the same time, comparable competencies are currently taught and assessed differently across departments (ICU, A&E, CCU, AOA), leading to inefficiency and limited transferability of skills. There is therefore a need for a scalable, transferable training approach that systematically structures generic and context-specific competencies. The IXcel-BAZ project develops and validates a modular training model for regional acute care, in which EPA-based competencies are divided into generic and context-specific components. This model is supported by immersive learning environments (IX), which allow skills to be trained safely, consistently and repeatedly. The project follows a practice-oriented, iterative approach: analysing existing training practices, co-designing the training model with stakeholders, implementing it in a real-life training setting, and systematically evaluating its effectiveness and applicability. This looks not only at learning outcomes, but also at implementation, adoption and scalability. The expected results are a validated methodology for structuring EPA competencies, a transferable training model, and an implementation approach for IX in acute care. These results will be applied directly within the region and actively shared through existing healthcare networks. The project contributes to more efficient, safer and more scalable training for healthcare professionals, and delivers practical knowledge for the wider implementation of immersive technology in the public sector.

CIIIC Kern 1 Active

Lost in Immersion

This research project examines how interaction design affects cognitive overload in virtual reality (VR). The aim is to transform tacit design knowledge into practical, evidence-based guidelines for creating VR experiences that engage users without overwhelming them. For this study, we will use the existing VR experience Lacuna (2025) as a test case to investigate the impact of cognitive (over)load in VR, addressing a knowledge gap in user-centered immersive interaction design. Our research design will be informed by roundtable sessions with consortium partners, AIA and CIIIC networks, and interviewed producers to shape experiments, and capture implicit design knowledge from other projects. In our study, we aim to compare different versions of selected Lacuna fragments, varying the degree to which interactions are subtle or explicit. Around 100 participants will be randomly assigned to conditions, and the team will measure cognitive load, engagement, attitude, and content recall through surveys and a memory test. An additional interview study will be set up to deepen our insights. Thus, by validating how interactions balance cognitive load, attitude, engagement, and content recall, the findings will offer generalizable and theoretically substantiated design principles that may benefit a wide range of producers within the XR industry. In wider terms, the project aims to help designers, educators, and cultural organizations build immersive experiences that are clearer, more accessible, and more effective. Our output will include integration of our findings in educational programs, industry presentations and conference papers.

CIIIC Kern 1 Active

Precision exposure therapy: Personalisation strategies and implementation of VR-based exposure therapy in mental health services

Fear-related symptoms are highly prevalent and central to mental health disorders, contributing to reduced wellbeing, increased healthcare costs, and substantial losses in productivity. Exposure therapy is widely recognised as an effective treatment for these conditions. Virtual reality exposure therapy (VRET) offers advantages over traditional approaches by enabling controlled and precise exposure, i.e., personalised to individual patients' needs. Personalised VRET also holds the promise to be flexibly integrated across treatment phases, including early intervention, ambulatory therapy, and at-home use. Two key challenges limit full realisation of these developments. First, there is a lack of systematic knowledge on how to effectively personalise VRET, particularly given the wide range of available content and the need to optimise treatment precision while minimising adverse effects, such as cybersickness. Second, there is insufficient knowledge on how to implement personalised VRET effectively in clinical practice, especially its ambulatory and home-based care, and of which factors influence sustainable integration. This project aims to first develop an evidence- and practice-based personalisation framework for VRET, and second, to develop, test, and evaluate a tailored implementation strategy. To accomplish this, Work Package 1 focuses on identifying personalisation parameters through a systematic literature review and iterative development using usability and user experience studies. Work Package 2 focuses on implementation, using qualitative methods including interviews to identify the organisational, technical, and clinical conditions necessary for an optimised implementation. This project extends an established multidisciplinary consortium connected through the Academic Collaborative Centre Digital Health and Mental Wellbeing, consisting of academic (Tilburg University), clinical (GGz Breburg), and industry (Psylaris) partners, supported by a sounding board with (inter)national partners with leading roles in VRET research and implementation. Embedded in (inter)national networks, the consortium will disseminate knowledge through academic, professional, and educational channels, thereby impacting patient wellbeing and reducing the burden on mental healthcare systems.

CIIIC Kern 1 Active

The hybrid stage: Assessing the enhancement of live performances through volumetrically captured video

Live music is increasingly intersecting with immersive technology. Pre-recorded volumetric video is an emerging immersive experience technology with significant creative potential for the live music and events sector. In this setting, a real artist performs on stage alongside digitally 3D-video captured content. High-profile cases (Madonna's Billboard Music Awards performance, ABBA Voyage) demonstrate its creative potential, but no scientific research has examined how audiences actually experience it. SME producers increasingly encounter the technology yet lack the empirical knowledge and validated methods to deploy it effectively. This project addresses that gap through demand-driven, practice-oriented research conducted in close collaboration with SME partners across the full live music production chain. The project explores to what extent concert attendees experience and accept pre-recorded volumetric video elements in a live performance, and under what conditions this enhances their experience. The project employs a mixed-methods design across six work packages. A co-design phase develops a hybrid performance concept with artists and production partners. Two volumetric video prototypes (2D LED presentation and 3D cylindrical projection) are implemented and tested in a controlled experiment at BUas' XR stage, using psychophysiological measurement (bodily emotion measures), quantitative self-report, and qualitative interviews. Public values considerations, including transparency toward audiences and responsible use of performers' likenesses, are treated as design criteria throughout. Findings inform an evidence-based design revision, subsequently validated at the TURF Event in Breda. The consortium unites Breda University of Applied Sciences, volumetric production specialist 4DR Productions, creative studio Live Legends, business developer Angle of Impact and music rights technology company Copyright Delta. Beyond generating empirical knowledge about audience experience, the project produces practical production guidelines and validated measurement methods designed to make volumetric concert enrichment accessible and scalable for SME producers, with findings being largely transferable to any organization seeking to evaluate the experiential impact of immersive experience applications.

CIIIC Start 1 Active

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.

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