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Fred Fröhlich
Associate Professor
- Email
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fred.froehlich@inn.no
- Phone number
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+47 61 28 82 00
Faculty of Film, TV and Games
Department of Game Development – The Game School
Campus Hamar,
Room 2N3312
Short description
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 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 Health 2023 research project GoGreen Next. 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.
Publications
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Calogiuri, Giovanna; Brambilla, Elena; Flaten, Ole E.; Fröhlich, Fred & Litleskare, Sigbjørn
(2025).
Reconnecting people to nature through virtual reality: A mixed-methods field study in the context of public engagement events.
Wellbeing, Space and Society.
8,
p. 1–9.
doi:
10.1016/j.wss.2025.100254.
Full text in Research Archive
Show summary
Nature connectedness, a person's sense of belonging with the natural world, has received increasing attention as a psychological construct associated with environmental commitment and well-being. Immersive Virtual Nature (IVN) emerged as a promising medium to promote this connection, though its applicability in real-world settings is largely under-researched. This field study explored user experience and nature connectedness outcomes in the context of public engagement events featuring two types of IVN installations. A mixed-methods approach was employed, with data collected through surveys and field observations during events in two middle schools and three university campuses. In total, 209 IVN experiences were recorded, involving students, teaching/administrative staff, and other campus dwellers (age: 13–73; gender: 55 % women, 44 % men, 1 % other). The participants experienced high levels of presence, playful engagement, and positive emotions, though cybersickness and technical issues were also reported. Statistically significant increases in nature connectedness were found, with a more pronounced effect among participants who initially reported lower levels of connection. Accordingly, qualitative reports highlighted how the IVN experiences prompted participants to reflect on their relationship with nature, fostering their sense of connectedness and interest in nature-based activities. The two IVN installations proposed were associated with different user experience, though no differences emerged with respect to nature connectedness outcomes. This study corroborates and extends the current understanding of IVN as a medium for the proportion of nature connectedness, underscoring the potential of public engagement events as an accessible approach to engage diverse groups with IVN experiences.
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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.
Full text in Research Archive
Show summary
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.
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Litleskare, Sigbjørn; Fröhlich, Fred; Flaten, Ole E.; Haile, Amelia; Johnsen, Svein Åge Kjøs & Calogiuri, Giovanna
(2022).
Taking real steps in virtual nature: a randomized blinded trial.
Virtual Reality.
ISSN 1359-4338.
26,
p. 1–17.
doi:
10.1007/s10055-022-00670-2.
Full text in Research Archive
Show summary
Studies show that green exercise (i.e., physical activity in the presence of nature) can provide the synergistic psychophysiological benefits of both physical exercise and nature exposure. The present study aimed to investigate the extent to which virtual green exercise may extend these benefits to people that are unable to engage in active visits to natural environments, as well as to promote enhanced exercise behavior. After watching a video validated to elicit sadness, participants either performed a treadmill walk while exposed to one of two virtual conditions, which were created using different techniques (360° video or 3D model), or walked on a treadmill while facing a blank wall (control). Quantitative and qualitative data were collected in relation to three overarching themes: “Experience,” “Physical engagement” and “Psychophysiological recovery.” Compared to control, greater enjoyment was found in the 3D model, while lower walking speed was found in the 360° video. No significant differences among conditions were found with respect to heart rate, perceived exertion, or changes in blood pressure and affect. The analysis of qualitative data provided further understanding on the participants’ perceptions and experiences. These findings indicate that 3D model-based virtual green exercise can provide some additional benefits compared to indoor exercise, while 360° video-based virtual green exercise may result in lower physical engagement.
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Calogiuri, Giovanna; Keegan, Brendan J.; Birkheim, Siv Lena; Rydgren, Tore Litlere; Flaten, Ole E. & Fröhlich, Fred
[Show all 7 contributors for this article]
(2022).
A mixed-methods exploration of virtual reality as a tool to promote green exercise.
Scientific Reports.
12.
doi:
10.1038/s41598-022-09622-x.
Full text in Research Archive
Show summary
The salutogenic effects of green exercise are widely recognised, yet many individuals do not engage in this health-related behaviour. Using a convergent mixed methods approach, this study explored the impact of Virtual Reality (VR) mediated nature exposure on the decision-making process relating to green exercise. Three experimental trials were conducted (overall n = 136), in which healthy adults were exposed to different VR scenarios reproducing a virtual walk in an existing urban green area. Participants reported medium-high rating of intent to visit the location. Significant pre-to-post increments in future green exercise intention were observed after the VR exposure, though a significance difference was not achieved in comparison with a control condition. Qualitative analysis revealed the impact of the VR experience on behaviour regulation, and highlighted the pivotal role of anticipated emotional benefits. Despite scepticism, the VR experience was effective in arousing curiosity to explore natural environments, which was associated with environmental perceptions, nostalgic and socio-cultural perspectives.
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Fröhlich, Fred & Nielsen, Sigurd Solhaug
(2025).
Pretty Pictures and Research Tool - Enhancing 3D Documentation of Historic Clinker Boats Through Parametric Modeling.
Full text in Research Archive
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Calogiuri, Giovanna; Brambilla, Elena; Flaten, Ole E.; Fröhlich, Fred & Litleskare, Sigbjørn
(2024).
Reconnecting citizens to nature through virtual reality: viability of the GoGreenRoutes’ Virtual Reality Experiential Showcase.
Full text in Research Archive
Show summary
Background and objectives: The VR Showcase was displayed at three university campuses and two middle schools in Norway. Students and employees were invited to engage with it. Quantitative and qualitative data were collected through a brief survey and field observations.
Process and methods: 138 participants engaged with the VR Showcase (11 – 73 y.o.; 66 females, 70 males, 3 non-binary). The users’ engagement was high, despite some concerning levels of cybersickness. There was a statistically significant increase in nature connectedness, especially among those with lower affinity with nature (interaction effect: F(1,92) = 7.94, p = 0.006). After the VR experience, the participants reported mediumhigh levels of intent to visit local green spaces and increased awareness of urban nature (for both: Mdn = 6.00; IQR = 5.00-8.00). Qualitative data provided further insights regarding the participants’ i) previous feelings about nature, ii) engagement with the features of the virtual world, and iii) perceived impact of the VR experience.
Main results: 138 participants engaged with the VR Showcase (11 – 73 y.o.; 66 females, 70 males, 3 non-binary). The users’ engagement was high, despite some concerning levels of cybersickness. There was a statistically significant increase in nature connectedness, especially among those with lower affinity with nature (interaction effect: F(1,92) = 7.94, p = 0.006). After the VR experience, the participants reported medium-high levels of intent to visit local green spaces and increased awareness of urban nature (for both: Mdn = 6.00; IQR = 5.00-8.00). Qualitative data provided further insights regarding the participants’ i) previous feelings about nature, ii) engagement with the features of the virtual world, and iii) perceived impact of the VR experience.
Implications for research and practice: The findings provide evidence regarding the effectiveness of the GoGreenRoutes’ VR Showcase, adding important knowledge within the rapidly growing field of technological nature interventions.
Importance and originality: This interdisciplinary study builds upon established knowledge in environmental psychology, computer sciences, and public health, providing a unique insight into practical applications of technological nature interventions.
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Litleskare, Sigbjørn; Fröhlich, Fred; Flaten, Ole E. & Calogiuri, Giovanna
(2024).
GoGreenRoutes' VR Multisensory Experiential Showcase [exhibition].
Full text in Research Archive
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Calogiuri, Giovanna; Litleskare, Sigbjørn & Fröhlich, Fred
(2023).
Presentation: Digital Innovations, WP6 and WP7 Panel [WP6].
Full text in Research Archive
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Calogiuri, Giovanna; Fröhlich, Fred; Flaten, Ole E. & Litleskare, Sigbjørn
(2023).
Technological Substrate for the GOGREEN VR Showcase: GOGREEN VR Showcase.
Universitetet i Innlandet.
ISSN 9788283804249.
Full text in Research Archive
Show summary
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.
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Addresses
Visiting Address
Biohuset
Holsetgata 22, N-2317 Hamar
Room 2N3312
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Postal Address
University of Inland Norway
Postboks 400 Vestad
2418 Elverum
Norway