AR
Augmented Reality
Technology that adds digital elements to the real world. You see your surroundings with digital additions, such as through your phone.
The IX world has many technical terms, acronyms, and insider language. Here you'll find explanations for terms used across our website.
Augmented Reality
Technology that adds digital elements to the real world. You see your surroundings with digital additions, such as through your phone.
Technology that engages your sense of touch, for example through vibrations or resistance, letting you feel virtual objects.
Immersive Experiences
Digital experiences that immerse you in another reality. Think virtual reality, augmented reality, and mixed reality.
Mixed Reality
Technology combining virtual and real worlds, where digital objects interact with your physical environment.
Technology that ties digital information to the physical space around you. You can place and move digital objects and interact with them.
A recording technique that captures people or objects in 3D, so you can walk around them in VR or AR and view them from any angle.
Virtual Reality
Technology that fully immerses you in a digital world, usually through a headset. You see only the virtual environment.
Extended Reality
Umbrella term for all immersive technologies: VR, AR, and MR combined. The 'X' stands for all variants.
CIIIC Action Lines
The eight thematic programme lines of CIIIC. Each action line focuses on a specific aspect of the IX sector, from talent development to research.
Artistic & Design Research for Immersive Experiences
A funding scheme for developing artistic IX works and strengthening the presentation infrastructure in the Netherlands.
A funding scheme for practice-oriented research by consortia of knowledge institutions and companies. Focused on testing and validating IX methods.
A funding scheme for fundamental and exploratory research into IX. Intended for researchers at universities and knowledge institutions.
Partnerships
Groups of organisations working together on a project. In CIIIC schemes, you often work in a consortium of companies, researchers, and other partners.
Funding round
An application round within a funding scheme. Many schemes have several rounds a year, each with its own deadlines and budget.
Immersive Impact Challenge
A CIIIC funding scheme that encourages collaboration between makers and 'launching customers' - organisations that are the first to adopt an IX application.
An organisation that is the first to adopt a new IX application and so helps develop the market. Crucial to the Immersive Impact Challenge.
Practice-oriented research
Research aimed directly at practical applications and collaboration with the professional field, often carried out by universities of applied sciences.
CIIIC Public Values
Seven principles CIIIC applies across all its activities: privacy, inclusivity, autonomy, well-being, sustainability, transparency and responsibility.
Regionale Aandacht en Actie voor Kenniscirculatie
A funding programme from Regieorgaan SIA for practice-oriented research at universities of applied sciences, including IX-related projects.
Funding schemes
Funding programmes within CIIIC where you can apply for grants for IX projects. Each scheme has its own conditions and target groups.
Demand-driven research
Research in which the question comes from practice: companies or organisations decide what is studied, not the researcher.
Creative Limburg Innovation Center Knowledge Network Limburg
The top consortium for the creative industries in the Netherlands. CLICKNL connects creative companies with knowledge institutions and government.
National Growth Fund
An investment fund of the Dutch government for projects that contribute to economic growth. CIIIC receives €200 million from this fund.
Dutch Research Council
The national research funder of the Netherlands. NWO funds scientific research at universities and knowledge institutions.
Taskforce for Applied Research (SIA)
Part of NWO that funds practice-oriented research at universities of applied sciences. SIA connects research with professional practice.
Regional Development Agencies
Organisations that stimulate regional economic development by investing in innovative companies and projects.
Netherlands Enterprise Agency
A government organisation that helps entrepreneurs and organisations with grants, funding and regulations. RVO runs various grant schemes.
Netherlands Organisation for Applied Scientific Research
An independent research organisation that applies science to practical innovation. TNO works on technological and societal challenges.
IX makers
Creative professionals and studios developing immersive experiences: from VR games to AR exhibitions and MR training.
IX researchers
Scientists and applied researchers studying immersive technology, applications, and impact.
Presentation partners
Organisations that showcase IX experiences to audiences, such as museums, festivals, cinemas, and experience centres.
IX adopters
Organisations that want to deploy immersive technology for their goals, such as museums, healthcare institutions, or companies. They are the 'end users' of IX.
Universities of applied sciences
Higher education at universities of applied sciences, focused on practice-oriented professional programmes. In the CIIIC context often linked to practice-oriented research.
Senior secondary vocational education
Vocational education after secondary school, focused on practical skills for specific professions.
Research university education
University education focused on scientific research and theoretical knowledge.
Small and medium-sized enterprises (SMEs)
Companies with fewer than 250 employees. SMEs form the backbone of the Dutch economy and are an important audience for CIIIC.
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