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Self-concepts applied as a strategy to measure the level of acceptance of a Serious Game.
This paper explores the application of Self-Concepts, a Semantic-Differential Scale-based methodology, to evaluate a Serious Game designed for cognitive impairment assessment using the MoCA test and augmented reality (AR) for mobility analysis. A case study involved seven elderly participants. Despite some challenges in navigating the AR environment and cognitive tests, self-concept evaluations consistently demonstrated high user expectations and positive experiences with the digital artifact. This study validates the process and highlights the potential of Self-Concepts in assessing product acceptance within user groups.</p
The Foundations of Storytelling: character motivations, plot, scene structure, and more.
An all-day series of talks on the topic of writing for games and other media. The talks cover the basics of character motivations, a solid plot structure that has been used as the basis of multiple commercial projects, and advice for improving scenes and dialogue
Logistics for Society: Het belang en de rol van logistiek voor een vitale en duurzame samenleving.
Entrepreneurship and Innovation in Games, Animation & VFX industries.
PANEURAMA innovation alliance for the creative media sector
Energietransitie in de long en last mile.
De energietransitie in logistiek begint goed op stoom te komen, maar is niet zonder uitdagingen. Ga in gesprek welke inzichten onze projecten hebben opgedaan, hoe die inzichten jou helpen en wat we nog meer kunnen doen
Experiential inclusion: How a visitor attraction experience can easily be made or broken for people with hearing impairments.
Where is Emotion? Comparing Emotion Mapping Technologies
Understanding how experiences unfold requires measuring participants' emotions, especially as they move from location to location. Measuring and mapping emotions over space is technically challenging, however. While a number of technologies to record and spatially resolve emotion data exist, they have not been systematically compared. We present emotion data collected at a natural and military heritage site in the Netherlands using three different methods, namely retrospective self report, experience reconstruction, and physiology. These data are applied to three corresponding mapping methods. The resulting maps lead to divergent findings, demonstrating that spatial mapping of emotion data accentuates differences between distinct dimensions of emotions