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Breda Pilot


Challenge: Breda: How can resilient role models help families to develop healthy relationships?

XS2Content (XS2AUDIO BV) – Video Avatar Influencers

XS2Content would like to participate in Challenge 2 of the CommuniCity program in Breda. The primary objective is to foster healthy socio-emotional relationships among youth and families in Breda. The proposed solution, named “Video Avatar Influencer,” aims to provide pertinent information on topics like criminality, addiction, and socially undesirable behaviours to prevent polarization.
The platform will feature video avatars, designed as digital influencers, to engage families and youth. The avatars will be co-created with input from the target youth group to ensure their relevancy and appeal. The technology allows these avatars to be customized with updated information by youth care workers, making them dynamic and adaptable. The videos will be compatible across online platforms like the web, YouTube, TikTok, Instagram, and Facebook. Additionally, they can be accessed offline through QR codes on flyers and outdoor posters.

Challenge: How to strengthen the health of youth through attractive and playful technology?

AR-GO lab Oy – ILI metaverse – gamified metaverse to support young people’s mental health and empower them to make the right life choices.

ILI is a gamified virtual world designed to empower young people to make life choices and overcome mental health challenges and problematic behaviour patterns that may persist from previous generations.

Involving young people in the co-creation of scenes, avatars, and scenarios for pilot projects enhances communication, problem-solving, and decision-making skills. Gamification and motivational elements make the solution engaging for regular use. ILI offers confidential, trustworthy and easy-to-use assistance in challenging life situations and in making difficult but correct life choices.

ILI Metaverse combines immersive technology, gamification, and artificial intelligence tools to provide young people with a secure environment for developing crucial life skills making a transformative impact on countless lives.

Challenge: Wildcard – Propose tech solutions contributing to a breakthrough in intergenerational problems.

Brainstorm en concept – Virtual Reality Training Intergenerational Problems

An interactive Virtual Reality application can help different generations understand each other in intergenerational themes and help them respect each other.

For different generations/target groups an ‘environment’ will be developed in which they can learn and understand the challenges that other generations are facing. The environment will be filmed in 360 technology with an interactive layer.

By using VR the user feels like they are truly in this virtual world which creates a strong impact and has a positive effect on the training results. Virtual Reality is a great way to experience situations from a different point of view and to become part of a world or environment which one normally doesn’t connect with.

Challenge: Wildcard – Propose tech solutions contributing to a breakthrough in intergenerational problems.

Surplus Welzijn – “A new (virtual) reality for Youth work: beyond gaming for fun in applying VR in youth work”.

Surplus Youthwork aims to utilize virtual reality (VR) games to enhance the social-emotional skills of young people in vulnerable communities. The project focuses on using existing VR games, such as “Keep Talking and nobody explodes,” “Job Simulator,” and “Wander,” to find new ways to strengthen communication skills, empathy and stress management. Surplus has trained youth workers as VR specialists and collaborated with Avans University of Applied Sciences to select these games. The project aims to develop a methodological manual for VR game use, making it transferable to youth workers nationwide. The co-creation methods involve gathering feedback from young people and synthesizing the knowledge of youth and youth workers in the manual. The target group actively participates in designing the manual and engaging in creative sessions. Overall, the project seeks to enhance youth work through the creative application of VR technology, with a focus on addressing social-emotional skills.