Dienst van SURF
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In 2021, Breda University of Applied Sciences – 7,000 students in the domains of Hotel Management, Facility Management, Games, Media, Logistics, Built Environment, Leisure & Events, and Tourism –discussed the impact of the emerging developments of immersive technologies (VR, AR, AI, Digital Twins) within the sectoral industries.This project, DigiReal – Digital Realities (DR) for Smart Industries - aimed to look beyond the diversity and variety of individual use cases to develop valuable concepts and innovations in methodologies and lab infrastructure, discussing questions: how do we create, use and experience DR sensibly, meaningfully, and responsibly?This report contains a coherent summary of the project with a lot of (domain) examples and technological developments. As a result, this report contains a BUas-wide research agenda on Digital Realities with a framework of overall, generic research questions, methodologies and ecosystems. This research has been financed by Regieorgaan SIA, part of the Dutch National Funding Organisation for Scientific Research (NWO)
The 6th issue of the Fresh Perspectives series takes you on a playful but serious journey along the issues at stake when designing a mixed reality experience in the context of theatre and performance. The publication features a selection of projects describing in detail the artistic design processes, as well as the challenges and opportunities brought about by the use of mixed reality technologies.Joris Weijdom, researcher and lecturer at the Professorship, wrote the key article and curated this publication.
Abstract Background Visuospatial neglect (VSN) is a cognitive disorder after stroke in which patients fail to consciously process and interact with contralesional stimuli. Visual Scanning Training (VST) is the recommended treatment in clinical guidelines. At the moment, several mixed reality versions of Visual Scanning Training (VST) are being developed. The aim of this study was to explore the opinions of end-users (i.e., therapists) on the use of Virtual Reality (VR) and Augmented Reality (AR) in VSN treatment. Methods Therapists played one VR and two AR Serious Games, and subsequently flled out a questionnaire on User Experience, Usability, and Implementation. Results Sixteen therapists (psychologists, occupational, speech, and physiotherapists) played the games, thirteen of them evaluated the games. Therapists saw great potential in all three games, yet there was room for improvement on the level of usability, especially for tailoring the games to the patient’s needs. Therapists’ opinions were comparable between VR and AR Serious Games. For implementation, therapists stressed the urgency of clear guidelines and instructions. Discussion Even though VR/AR technology is promising for VSN treatment, there is no one-size-fts-all applicability. It may thus be crucial to move towards a plethora of training environments rather than a single standardized mixed reality neglect treatment. Conclusion As therapists see the potential value of mixed reality, it remains important to investigate the efcacy of AR and VR training tools.