Tussen straat en systeem
Robin de Lange is developing immersive training for key professionals who deal with homeless people in their daily work. Participants experience just how complex everyday life on the streets can be, and practise handling situations where people react with distrust, confusion, anger or withdrawal. Language and cultural differences add a further layer of challenge. The training is aimed at neighbourhood police officers, library staff, youth workers and community coaches, among others. For this group, dealing effectively with homeless people is part of everyday practice. Source: public summaries phase 1, RVO
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LifeSwap XR: ervaar de wereld achter de voordeur
LifeSwap XR is an immersive learning and reflection experience for key figures and professionals in the social domain. Users work through realistic XR scenarios covering topics such as debt assistance and financial security, experience different perspectives, and make choices. Guided reflection then translates the experience into concrete action points and working agreements. The innovation is not a standalone VR experience, but a scalable learning and reflection approach that can be deployed locally and later expanded to other municipal domains, such as the Social Support Act (Wmo), participation, youth care and civic integration. The solution is aimed at, among others, neighbourhood team professionals, social workers, and customer contact and policy staff. LifeSwap XR helps professionals better understand residents' everyday reality, communicate more thoughtfully, and make more suitable referrals. In doing so, it aims to help build trust and reduce drop-out in public services. Source: public phase 1 summaries, RVO
The Key
The Key is a mobile immersive simulation game in which key figures and partner organisations practise handling realistic support requests within a neighbourhood. Players gather around a shared dashboard, discuss their approach as the game unfolds, choose routes and see immediately how their choices affect trust, progress, workload and collaboration. In phase 1, Hub Creations is investigating the content-related, technical, usability and market feasibility. They are developing a proof of concept featuring a pilot storyline, a dashboard mock-up and a focus group test with key figures, the municipality and chain partners. Source: public phase 1 summaries, RVO
Belletje Trek
Belletje Trek is an immersive group experience in which local residents jointly go through a simulated crisis situation, such as a 3-day power outage. Using their own smartphones, participants complete tasks and work together to deal with the situation. No app download or technical knowledge is required. The experience helps residents get to know each other better, discover each other's strengths and build trust. Belletje Trek is designed as a practical tool for neighbourhood professionals to strengthen social cohesion and self-reliance, particularly within groups that don't yet know one another. This makes it possible to practise mutual self-reliance in an accessible, playful way. Source: public phase 1 summaries, RVO
Achter de voordeur
Behind the Front Door is a mixed reality experience that puts civil servants at the table with a resident who's stuck in their dealings with the government. Working with key stakeholders, directors and professional actors, recognisable situations are turned into true-to-life scenarios – for example, an incomprehensible letter or a service desk where someone hits a dead end. A reflection session follows afterwards. Dutch Rose Media/4DR Studios is carrying out the feasibility study in collaboration with BUas and the municipality of Eindhoven. Source: public phase 1 summaries, RVO
BrightAR: samen zien wat je alleen niet ziet
Young people take risks: around alcohol, peer pressure and testing boundaries. Key figures are closely connected to their community and want to make a difference there. But they often lack the means to truly get a group moving. BrightAR gives them those means. BrightAR is a group-based, immersive methodology in the form of a physical toolkit. Key figures use the toolkit to run workshops with young people. Through mixed reality, participants experience the consequences of choices around alcohol and risk-taking behaviour, for example, and translate this experience together into concrete agreements and skills. BrightAR strengthens the role of key figures as drivers of awareness and behavioural change. The approach opens up conversations about social issues and helps young people make agreements together and hold each other accountable. In doing so, BrightAR aims to strengthen not only individual awareness, but also cohesion within groups and communities. Source: public summaries phase 1, RVO
SHIFT
SHIFT is an interactive conversation experience for key workers and people seeking support. During the conversation, they work together to build a visual picture of the future around themes such as housing, work, relationships and leisure time. Physical objects, cards and short interactive mini-games make the conversation more tangible and less dependent on words. SHIFT supports key workers without replacing human contact. The method offers an alternative to the classic intake interview and can help build trust more quickly and tailor support more effectively. Potential users include municipalities, welfare, youth and participation organisations, and educational institutions. Source: public phase 1 summaries, RVO