Dienst van SURF
© 2025 SURF
Expos, festivals and events have become increasingly important as tools of urban developmentin recent decades. The competitive drive to put cities on the global map has led many to adoptevent-based strategies, including the creation of ‘eventful cities’, ‘festival cities’ and ‘eventportfolios’. World Expos have taken on a particular significance as ‘pulsar events’ that canshape the host city through urban development, increased tourism and place branding. Eachhost city also uses the event in a different way, and gives it a unique flavour that tempers theeventual effects. This paper reviews the literature on World Expos and their effects, identifyingthemes including Place branding, Tourism flows, Resident attitudes and Architecture and urbandevelopment. It then analyses the experience of Barcelona, twofold Expo host and a‘paradigmatic’ example of a city developed through mega events.
MULTIFILE
Public expo of some of the Cradle developments, like the Dancer Awakens, DIVE, 360 photos to a Portuguese Rural region, which attracted more than 400 participants 22/11/2017-22-03-2018
People in western countries spend approximately 90% of their time indoors. This severely affects their health (WHO 2013; Klepeis et al. 2001). The health risks are exacerbated if people travel between indoor spaces by car or public transport. Buildings on streets specifically designed to create a human scale and connected with the street-space can potentially invite people to walk and enhance their engagement with their surroundings (O’Mara 2019; Ewing et al. 2013). Since the 1960s, influential empirical studies have raised awareness of the walkability of streets (e.g. Jacobs 2008) but reliable evidence on the effectiveness of applied design solutions remains scarce (Spanjar & Suurenbroek 2020). This eye-tracking study focused on the visual ‘scanning’ of streetscapes and people’s appreciation of applied design principles. The aim was to gather together lessons learned from a variety of streetscapes in cities around the world and use them to inform the design of new developments in the Netherlands. Google Street View was used to select 19 images of streets in high-density environments with human-scale attributes in their façades and street-spaces. They were presented in a randomized order in a laboratory setting to 40 participants, who viewed them for 5 seconds. The participants’ visual explorative behaviour was recorded with advanced eye-tracking technology. A survey recorded their overall appreciation of the scenes and mouse-tracking collated their specific areas of interest (see fig. 1). The comparative analysis of the participants’ aggregated eye-fixation images together with the supplementary methods suggests that certain attributes for creating a human scale catch the eye in the first few seconds and are highly appreciated. These include the variety of a street’s façades, a street’s enclosedness, and the level of detail in the transition zone between the private ground floor and the public street (see fig. 2). Green features are particularly valued and might have important restorative qualities for people who spend most of their time indoors (Kaplan 1995; Ulrich 1984). Future research should focus on the design of façades and the street-space itself, taking people’s indoor lives and related stress levels as a starting point.
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.
The presented research project will address parasocial interaction (PSI) directed towards non-player characters (NPCs) within video games. As first described by Horton and Wohl in 1956, the investigation of PSI has been predominantly limited to the context of linear media. Consequently, a significant research gap has emerged, prompting the need for this study. This research endeavors to bridge this gap by conducting multiple studies that delve into different aspects of a character's presence that seem to affect PSI. For example, factors such as obtrusiveness and persistence will be investigated due to their potential influence on the strength of PSI (Hartmann, Schramm, & Klimmt, 2004). Furthermore, the inquiry extends to exploring the collective impact of a group of NPCs on PSI dynamics. To achieve these objectives, the research will employ research through design methods, involving iterative modifications to the NPCs across various test setups. A game-based research environment will be created for participant exposure, leveraging the video game RimWorld (Ludeon Studios, 2018) as a foundational framework that can be adapted as necessary. Employing a quantitative approach, the studies will document the impact different aspects of a character’s presence have on the strength of PSI observed. The outcomes of this research endeavor will be disseminated among fellow game developers through artistic interventions, such as, for example, game jams. This approach seeks to not only contribute to the scholarly understanding of PSI but also offer practical insights in the context of game development.