New reality and human-computer interaction
Virtual and augmented reality (VR) are rapidly becoming an everyday consumer medium, as the technology is more accessible to the wider public. Both computer-generated and cinematic virtual reality content for work and play are increasingly consumed on head-mounted displays, through Magic Windows on web browsers, and on smartphone apps. Despite the proliferation of virtual reality applications for health, education, entertainment, commercial communication and journalism there is a lack of knowledge about several aspects in research about virtual and augmented reality, particularly the impact on usability and human-computer interaction. The new reality research team studies the possibilities and challenges of VR and AR as a new medium. The main objectives, addressed in five projects, are to investigate:
- the use of a virtual audience in accommodating and easing speech anxiety by developing and testing a speech anxiety app among students and children;
- the use of immersive technology to provide audiences a news viewing experience that is enjoying and informative, as well as credible;
- the comparison of the effectiveness of VR versus 2D footage in journalism and commercial communication;
- the use of a virtual museum to assess the effects of congruency of music type with the content of paintings.
- The added value of augmented reality to brands in a commercial context.
Research coordinator: Paul Ketelaar
Research team: Paul Ketelaar, Paul Hendriks-Vettehen, Gaby Schaap, Doeschka Anschütz, Ruben Konig, Barbara Müller.