To what degree do interactive agents enhance the willingness-to-adopt IX?
IX environments can change the way people train physical, interactive skills, from surgery to team sport. Together with movement scientists, IX developers and a user experience designer, Vrije Universiteit Amsterdam is investigating whether interactive avatars that respond physically to the user's movements make XR training more engaging and more effective. The test case is a football training exercise in which participants learn to find space to receive a pass, with and without virtual defenders that move along.
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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.
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.
The Good, the Bad, and the Ugly: Exploring the Potential of VR for Decolonial Storytelling
A key focus of the CIIIC stimulus programme is public values. How do we ensure that IX applications are developed, applied and used responsibly? This theme runs as a common thread through all funded projects. The project by Inholland University of Applied Sciences (with, among others, the Nationaal Archief and the Koninklijke Bibliotheek) even focuses entirely on public values. Central to it is the question of how scriptwriters can responsibly develop cinematographic VR narratives about colonial histories and their repercussions in present-day society.
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.