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1e alinea column: Of je een innovatie in wat je verkoopt, hoe je dit verkoopt of wat je produceert op het oog hebt, altijd geldt dat innovatie in wat je doet samen moet gaan met innovatie in de woorden die je gebruikt. Woorden, taal dus, hebben altijd een grote verborgen lading en brengen je als regel terug naar de context die je er individueel mee verbonden heeft. Bestaande woorden brengen je dus naar bestaande context, vormen in die zin een zwaartekracht van het verleden en bemoeilijken succesvolle innovatie.
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1e alinea column: Heb je ook die ervaring dat je vaak pas achteraf, soms jaren later, snapt wat je van iemand of een gebeurtenis geleerd hebt? En dat dingen vaak heel anders lopen dat je van te voren had bedacht? En vaak helemaal niet slechter? Voor mij was bijvoorbeeld Westkeetshaven zo'n ervaring. De site ‘aangetekend bellen’ is ook een voorbeeld. Die bleek niet zo zeer voor ‘financieel belangrijke’ gesprekken gebruikt te worden maar vooral voor het laatste gesprek met een dierbare. Als je dit hoort, snap je dat direct. Zo zie je hoe moeilijk innovatie zich laat voorspellen en plannen.
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Developing and testing several AR and VR concepts for SAMSUNG (Benelux) Samsung and Breda University of Applied Sciences decided to work together on developing and testing several new digital media concepts with a focus on VR and gaming. This collaboration has led to several innovative projects and concepts, among others: the organisation of the first Samsung VR jam in which game and media students developed new concepts for SAMSUNG GEAR in 24 hours, the pre-development of a VR therapy concept (Fear of Love) created by CaptainVR, the Samsung Industry Case in which students developed new concepts for SAMSUNG GEAR (wearables), the IGAD VR game pitch where over 15 VR game concepts were created for SAMSUNG VR GEAR and numerous projects in which VR concepts are developed and created using new SAMSUNG technologies. Currently we are co-developing new digital HRM solutions.
Craft your own audience: How can a technology-driven company use online gaming communities, like Minecraft, to reach and engage a young audience? This project creates a context in which reality is simulated, by having students work together for a real client in an international context. In this project we explore innovative ways in which Samsung can engage younger audiences through Minecraft, the world's best-selling game with almost 140 million monthly players (2023). This project is focused on on educating, researching and developing playable prototypes within Minecraft that demonstrate how online gaming communities can be used to connect technology companies with a new generation of users. Societal issueInclusion of different ages around technology literacy and education (21st century skills).Benefit to societyGlobal inclusive community around education and R&D, higher cultural awareness.Collaborative partnersManchester Metropolitan University; Samsung Benelux.
Create and test the effect of different audio and movement interactions on virtual museum experiencesA virtual museum was created in order to conduct research, specifically designed for the Samsung Gear VR. In the virtual environment there are interactive compositions the user can hear, and react to while seeing a virtual reality exposition of stunning Japanese paintings. The objective of the latest study was to find whether differences in audio (i.e., interactive or non‐interactive) and movement types (i.e., fixed or free) had an impact on the experience of presence for the user in a virtual environment that represents a museum. The audio variable is composed by and is researched on behalf of Musica Nova, a company that produces music for new forms of media. The results of this component illustrated that interactive music increases feelings of engagement and presence. As to the movement types in a virtual museum, users indicated that free movement caused for a more engaging virtual environment. The research was extended for research on different paintings (e.g. VanGogh).