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Fred Fröhlich
Førsteamanuensis
- E-post
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fred.froehlich@inn.no
- Telefonnummer
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+47 61 28 82 00
Fakultet for audiovisuelle medier og kreativ teknologi
Institutt for spillutdanninger – Spillskolen
Studiested Hamar,
Rom 2N3312
Kort om
I am teaching and researching since 2015 as an Associate Professor for 3D-Modeling, Animation and Digital Art at the Game School in Hamar. I’m a true 3D generalist with more than two decades of experience in computer graphics. I’m passionate about solving artistic problems with technical means and my recent research interest lies in the field between reality and its digital representation with a focus on realtime visualization, serious games, AR/VR, simulation, photogrammetry, procedural modeling and motion capture.
Prior to working at INN I accompanied commissioned artistic projects starting from a sketch on a napkin providing previsualizations, simulations as well as production ready CAD data. I developed virtual models and digital assets for design and planning purposes as a service for renowned artist studios like Alicja Kwade, Carsten Höller or Elmgreen & Dragset.
I am currently involved in the international Horizon 2020 research project GoGreenRoutes (H2020-EU.3.5.2. ID: 869764) and from 2024 in the precedessor Go Green Next (Horizon Health 2023). As a lead developer I’m responsible for the creation of a walkable and alterable urban landscape for a VR scenario which is based on topographical data from the real world.
Publikasjoner
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Calogiuri, Giovanna; Petersen, Evi; Haile, Amelia; Flaten, Ole E.; Fröhlich, Fred & Litleskare, Sigbjørn
(2023).
The impact of visualization techniques of immersive virtual scenarios in promoting nature connectedness: A blind randomized controlled trial with mixed-methods approach.
Journal of Environmental Psychology.
ISSN 0272-4944.
90(102102).
doi:
10.1016/j.jenvp.2023.102102.
Fulltekst i vitenarkiv
Vis sammendrag
Background
Little is known on whether and how different visualization techniques used to develop Immersive Virtual Nature (IVN) scenarios influence the users' subjective experience and feelings of nature connectedness.
Methods
Sixty healthy adults were randomly allocated to walk for 10 min on a treadmill whilst facing a blank wall (control) or being exposed to one of two IVNs (a 360° video or a matching computer-generated scenario) with equal levels of interactivity. The state version of the Connectedness to Nature Scale (CNS) was administered before and after each experimental condition. Moreover, in-depth follow-up interviews were conducted among five participants to investigate their experiences and perceptions during the IVN experience.
Results
Both IVN scenarios elicited a statistically significant increase in CNS, with no differences between the two scenarios. No statististically significant increase was found in the control condition. From the qualitative analysis, four overarching themes were identified (IVN as present and distinct experience, Impact of technical equipment, Qualities of the IVN landscape, and Affective and physical responses), depicting the facilitators and barriers influencing the IVN experience.
Conclusion
With equal levels of immersion and interaction, 360° videos and computer-generated IVNs can be equally effective in eliciting increased feelings of nature connectedness. The IVN experience was generally perceived as a distinct experience, not merely a (poor) simulation of actual nature-interactions. However, characteristics of the technology or the virtual environment can influence the overall experience. These findings provide novel insights and further understanding of IVN as a tool in the promotion of nature connectedness.
Se alle arbeider i Cristin
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Litleskare, Sigbjørn; Fröhlich, Fred & Calogiuri, Giovanna
(2023).
VR Showcase.
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Fröhlich, Fred & Komandur, Sashidharan
(2023).
Essential Game Elements - Immersive Training.
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Brambilla, Elena; Litleskare, Sigbjørn; Flaten, Ole E.; Fröhlich, Fred & Calogiuri, Giovanna
(2022).
Test VR – opplev en fantastisk verden. Privat arrangement ved Asker International School.
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MacIntyre, Tadhg E.; Litleskare, Sigbjørn; Calogiuri, Giovanna; Fröhlich, Fred & Flaten, Ole E.
(2022).
Virtual Laboratories to Test Configurations of Nature and Greenspace: A Protocol for a Novel Application of Virtual Nature.
Vis sammendrag
Access to green space has been shown to be critical to health outcomes in cities but to date we know little about the key features and configuration of natural elements that are most salient. Virtual Reality (VR) technology can potentially provide a digital laboratory to evaluate the relative contribution of different natural stimuli and configurations of nature to well-being, cognition and nature connectedness. In virtual environments it is possible using methodologies advanced by the GoGreenRoutes H2020 project to manipulate real settings (e.g. from Open Street Maps) by adding digital trees and natural stimuli. VR can provide at least some of the stimuli we perceive in outdoor natural environments (e.g. tree canopy cover). and aid the evaluation of their relative contribution to a range of outcomes. Recently, VR was used to test 9 different pavilion designs in urban parks to assess user preferences to provide an evidence-based health design. We present a protocol which will advance prior research by using computer generated virtual environments of urban green space. Evidence from experts (e.g. landscape architects) and expanded-experts (e.g. park users) and the extant literature will inform the design features and properties which will be embedded in a customizable scenario (an urban park), which can be edited to generate different configurations of nature (e.g., tree density, biodiversity variety, built elements, etc.). Lab-based experiments will be conducted with convenience samples to investigate a range of psychological and physiological responses (e.g. HRV) to different configurations of nature, in order to determine how different configurations can facilitate a range of outcomes. For instance, setting that promote psychological resilience rather than simply reducing stress could be determined. This study could help refine park design and potentially impact the quality of green space, access to which has been demonstrated to be integral to health and well-being outcomes.
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Calogiuri, Giovanna; Fröhlich, Fred; Flaten, Ole E. & Litleskare, Sigbjørn
(2023).
Technological Substrate for the GOGREEN VR Showcase: GOGREEN VR Showcase.
Høgskolen i Innlandet.
ISSN 978-82-8380-424-9.
Vis sammendrag
This report was developed as a part of the research project ‘GoGreenRoutes'. More specifically, the report describes the activities of Task 6.4. (WP6), which aims to create a Virtual Reality (VR) Experiential Showcase to raise awareness about urbanization’s environmental challenges, convey benefits of activity in nature, and elicit feelings of attachment to local places, which will be displayed in all collaborating cities. We first provide the overarching rationale for the task, with a brief overview of general concepts connected to VR technology and its potential to mediate and promote nature experiences. We will then describe in detail the procedures and instruments used to develop the VR scenario, as well as the hardware used to deliver it. Finally, we present a summary of three “kick-off events” conducted in three Norwegian cities, which had the purpose of launching the Showcase and to test it in the context of public events.
Se alle arbeider i Cristin
Adresser
Besøksadresse
Biohuset
Holsetgata 22, N-2317 Hamar
Rom 2N3312
Vis i kart
Postadresse
Høgskolen i Innlandet
Postboks 400 Vestad
2418 Elverum