Dienst van SURF
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Most beginning food forests face the following challenge: how do we get the harvest to the consumer? At food forest 't Mortelke they had the same question. The following research presents the answer to the following question: 'What are potential outlets for the harvest of Voedselbos 't Mortelke and how can these collaborations be realized?' The research provides more clarity on the needs of the market regarding potential collaborations with Voedselbos 't Mortelke. Interviews with interested parties (restaurants, country stores, organic supermarkets, individuals) revealed that the most appropriate form of cooperation with the food forest lies with fine-dining restaurants in the Eindhoven area. To initiate these collaborations an experimental phase is needed in which the chefs can get to know the products of the food forest. As a result of this research, several collaborations with restaurants have been initiated! Due to privacy reasons, certain parts of the research have been removed from the publication version.
MULTIFILE
In this study, we test the immersive character in an interactive content narrative developed for Microsoft HoloLens 2 mixed reality glasses in the dining context. We use retrospective think aloud protocol (RTAP) and galvanic skin response (GSR) to explore different types of immersion that can be created through interactive content narratives. Leaning on the core dimensions of the experience economy, we expand the current understanding on the role of immersion through integration of four immersive experience facilitators. The study revealed that these immersive experience facilitators occur simultaneously and can be enhanced through interactive content narrative design. Perceived novelty and curiosity were identified as key determinants to keep consumers engaged in the immersive experience and engage with the content. The study verifies the use of galvanic skin response in combination with retrospective think aloud protocol as a suitable approach to measure emotional engagement potential in interpreting consumers’ recollection of immersive experiences.
MULTIFILE
Le chevalier delibere (1483) by Olivier de la Marche has an extensive hermit scene: the hermit receives the author, Acteur, gives him food and drink and instructs him in the important issues of life. Le chevalier delibere thus stands in two main Western European literary traditions: stories about hermits as such (who do or do not provide travellers with food and shelter) and stories in which food and drink have an allegorical function. This paper will discuss both traditions, without attempting to cover all hermit stories or all allegories about food and drink.
We live in a society that is increasingly dominated by technology-mediated interactions and consumption of experiences. It has opened pathways to innovative immersive technology concepts in the food and dining context, contributing to the development of a consumption-oriented society. This project addresses the challenge how to stimulate consumers through immersive technology designs to make conscious choices leading to more sustainable behaviors in the food and dining context. This project evolves around designing and testing Extended Reality (XR) technology-mediated immersive food experiences in the food and dining context to stimulate sustainable food consumption behavior. It includes the use of complementing measurement tools to test the effectiveness of XR designs to make better XR technology design choices that can stimulate change in consumption behavior.