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Nature in cities serves a multitude of purposes, one of which is that it provides citizens opportunities to recover from stressful daily urban life. Such stress recovering effects of nature can be experienced through urban green, which in urban planning and design contexts can be divided into large natural areas - urban green space - and small scale elements in urban streets: the urban greenscape. The current study aims at finding the extent to which various small scale natural elements in residential streets and their possible configurations influence citizens' preferences for those streets. The research was conducted through an online survey in four cities in the Netherlands (n = 4,956). It used stated choice methods in a virtual environment street design. The method yielded high quality data, indicating that the use of virtual environments and imagery is suitable for stated choice research in the built environment. The results show that especially trees very strongly influence preference, indicating they deserve more attention and space in cities. Grass, which is typically favored by local governments, and vertical green have the smallest effects in residential streets. Furthermore, the concept of greenscape intensity is introduced as the intensities of both the element and the configuration were found to be highly relevant. The results clearly show that the higher either of these intensities, the more likely a respondent will prefer the greenscape design. Furthermore, low intensity on the one can be compensated by high intensity on the other. With these results, urban design professionals and local governments can better trade-off the different aspects of costs versus positive effects of urban greenscape designs.
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Artikel gaat over de inzet van virtual reality bij patiënten met pijn.
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Virtual Reality: een technologie die de laatste jaren flink in opkomst is. Hoewel bijna iedereen wel een keer een VR bril heeft opgehad, blijft de vraag hoe deze technologie van waarde kan zijn in het onderwijs. Welke meerwaarde kan de inzet van VR bieden? Waar moet je rekening mee houden? En hoe zou je ermee aan de slag kunnen? Antwoord op onder andere deze vragen vind je in deze publicatie van het Lectoraat Teaching Learning & Technology| Hogeschool Inholland, zodat je in 7 minuten weer bent 'bijgepraat' over de inzet van VR technologie in het onderwijs.
Alcohol use disorder (AUD) is a major problem. In the USA alone there are 15 million people with an AUD and more than 950,000 Dutch people drink excessively. Worldwide, 3-8% of all deaths and 5% of all illnesses and injuries are attributable to AUD. Care faces challenges. For example, more than half of AUD patients relapse within a year of treatment. A solution for this is the use of Cue-Exposure-Therapy (CET). Clients are exposed to triggers through objects, people and environments that arouse craving. Virtual Reality (VRET) is used to experience these triggers in a realistic, safe, and personalized way. In this way, coping skills are trained to counteract alcohol cravings. The effectiveness of VRET has been (clinically) proven. However, the advent of AR technologies raises the question of exploring possibilities of Augmented-Reality-Exposure-Therapy (ARET). ARET enjoys the same benefits as VRET (such as a realistic safe experience). But because AR integrates virtual components into the real environment, with the body visible, it presumably evokes a different type of experience. This may increase the ecological validity of CET in treatment. In addition, ARET is cheaper to develop (fewer virtual elements) and clients/clinics have easier access to AR (via smartphone/tablet). In addition, new AR glasses are being developed, which solve disadvantages such as a smartphone screen that is too small. Despite the demand from practitioners, ARET has never been developed and researched around addiction. In this project, the first ARET prototype is developed around AUD in the treatment of alcohol addiction. The prototype is being developed based on Volumetric-Captured-Digital-Humans and made accessible for AR glasses, tablets and smartphones. The prototype will be based on RECOVRY, a VRET around AUD developed by the consortium. A prototype test among (ex)AUD clients will provide insight into needs and points for improvement from patient and care provider and into the effect of ARET compared to VRET.
There is increasing interest for the use of Virtual Reality (VR) in the field of sustainable transportation and urban development. Even though much has been said about the opportunities of using VR technology to enhance design and involve stakeholders in the process, implementations of VR technology are still limited. To bridge this gap, the urban intelligence team of NHTV Breda University of Applied Sciences developed CycleSPEX, a Virtual Reality (VR) simulator for cycling. CycleSpex enables researchers, planners and policy makers to shape a variety of scenarios around knowledge- and design questions and test their impact on users experiences and behaviour, in this case (potential) cyclists. The impact of infrastructure enhancements as well as changes in the surrounding built environment can be tested, analysed an evaluated. The main advantage for planners and policy makers is that the VR environment enables them to test scenarios ex-ante in a safe and controlled setting.“The key to a smart, healthy and safe urban environment lies in engaging mobility. Healthy cities are often characterized by high quality facilities for the active modes. But what contributes to a pleasant cycling experience? CycleSPEX helps us to understand the relations between cyclists on the move and (designed) urban environments”
The objective of DIGIREAL-XL is to build a Research, Development & Innovation (RD&I) Center (SPRONG GROUP, level 4) on Digital Realities (DR) for Societal-Economic Impact. DR are intelligent, interactive, and immersive digital environments that seamlessly integrate Data, Artificial Intelligence/Machine Learning, Modelling-Simulation, and Visualization by using Game and Media Technologies (Game platforms/VR/AR/MR). Examples of these DR disruptive innovations can be seen in many domains, such as in the entertainment and service industries (Digital Humans); in the entertainment, leisure, learning, and culture domain (Virtual Museums and Music festivals) and within the decision making and spatial planning domain (Digital Twins). There are many well-recognized innovations in each of the enabling technologies (Data, AI,V/AR). However, DIGIREAL-XL goes beyond these disconnected state-of-the-art developments and technologies in its focus on DR as an integrated socio-technical concept. This requires pre-commercial, interdisciplinary RD&I, in cross-sectoral and inter-organizational networks. There is a need for integrating theories, methodologies, smart tools, and cross-disciplinary field labs for the effective and efficient design and production of DR. In doing so, DIGIREAL-XL addresses the challenges formulated under the KIA-Enabling Technologies / Key Methodologies for sectoral and societal transformation. BUas (lead partner) and FONTYS built a SPRONG group level 4 based on four pillars: RD&I-Program, Field Labs, Lab-Infrastructure, and Organizational Excellence Program. This provides a solid foundation to initiate and execute challenging, externally funded RD&I projects with partners in SPRONG stage one ('21-'25) and beyond (until' 29). DIGIREAL-XL is organized in a coherent set of Work Packages with clear objectives, tasks, deliverables, and milestones. The SPRONG group is well-positioned within the emerging MINDLABS Interactive Technologies eco-system and strengthens the regional (North-Brabant) digitalization agenda. Field labs on DR work with support and co-funding by many network organizations such as Digishape and Chronosphere and public, private, and societal organizations.