Abstract Background Although family photos are often used in the psychosocial care for people with dementia, little is known about the use and efectiveness of generic photos. This systematic literature review explored psychosocial interventions using generic photos for people with dementia, and the efects they have on their social interaction and/or mood and/or quality of life. In addition, it was investigated whether these interventions made use of technol‑ ogy in its implementation. Methods A systematic search on the following databases was performed: PubMed, Embase, APA PsychInfo, Cinahl, Web of Science, Scopus and Cochrane Central. Inclusion and exclusion criteria were based on the PICO model (Popu‑ lation, Intervention, Comparison, Outcome), and quality assessment was undertaken using the Weight of Evidence Framework. Narrative synthesis was undertaken to summarize study characteristics- settings and designs, type of psy‑ chosocial interventions identifed, type of photos and technology used, outcome measures, and results. Results A total of 2,035 results were found, however after title, abstract and full-text screening, a total of 8 studies were included. The most common psychosocial intervention using generic photos was found to be reminiscence therapy, followed by art-viewing activities. In studies that used technology, it was reported that viewing digitalized photos were either similar or better to conventional printed photos. Despite photos being generic, it was found that generic photos could still hold personal signifcance to the person with dementia. Some positive and signifcant efects were found for the outcomes social interaction, mood and quality of life, though no study evaluated all three outcomes. Two studies were rated as having high overall quality, 4 were rated as fair, and 2 studies had a low quality assessment rating. Conclusion Studies found using generic photos were limited, showing varying outcomes and methodological quality. Firm conclusions on the efectiveness of interventions using generic photos are not possible. However, the use of generic photos in psychosocial interventions is a promising area for future research. Researchers should consider studies with better methodological quality and larger samples; and qualitative studies where the intention is to get better insight into successful implementation and impact mechanisms of such psychosocial interventions.
Students who experience high well-being are better able to developthemselvesand performwithin their educational program. Personal resources can be developed with interventions and more developed personal resources can contribute to well-being. However, it is not yet sufficiently clear what theseinterventions should look like to be effective. Therefore, this study focuses on formulating design principles for interventions aimed at developing four personal resources of honorsstudents: self-efficacy, optimism, inquiry mindedness, and self-regulation. Data were collectedviafocus groups. Data showed that design principles for interventions to develop those four personal resources differsomewhat, but also have several aspects in common: they combine group and individual activities, students are taught basic skills to help them directing their own development, they have an ongoing character and consist of recurring activities. The design principles can be used to design interventions to enhancehonors students’personal resources. Further research is needed into the design and effects of these interventions and possible generalisationof the design principles to other contexts.
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This report serves as one of the two background documents for the HvA/UvA research proposal concerning cultural interventions in the process of urban regeneration in Krachtwijken in Amsterdam. The report at hand, based on a review of the international literature on art and regeneration, and on international and Dutch practices, shows why the proposed research will be both valuable to the practice of Amsterdam and to international research. The report starts with a description of the role of the arts in urban regeneration (§2) and the objective of regeneration processes: ‘feeling at home’ (§3). Next, paragraph 4 further explores the role of the arts in urban regeneration by focussing on the forms and impacts of and critique on different cultural interventions. Finally, §5 summarises the preconditions for effective cultural interventions. This general overview of the functions of cultural interventions in the urban context provides the background against which our research agenda is presented.
Samenwerking tussen organisaties en creatieve professionals (kunstenaars en ontwerpdisciplines), zogenaamde cross-overs, vormen dé nieuwe samenwerkingsvorm de laatste jaren binnen organisaties in Nederland medio 2017. Uit recent onderzoek van het lectoraat Innovatief Ondernemen van Zuyd Hogeschool blijkt dat in Zuid-Limburg ongeveer 50% van de MKB-bedrijven jaarlijks samen werken met creatieve professionals. Creatieve professionals brengen vanuit de kunsten een voor organisaties nieuw en uniek perspectief van design thinking in met een daar aan gerelateerd handelingsrepertoire (‘change agents’) en methoden (art based interventions (ABIs) of artistic interventions). Er is een eerste notie dat de verbinding van het economische domein (organisaties) met het domein van de kunsten vruchtbare samenwerking op kan leveren. Maar uit eerste verkenningen is ook duidelijk dat zowel organisaties als creatieve professionals concrete handvatten nodig hebben voor vruchtbare samenwerking. Er is binnen Nederland echter nog nauwelijks onderzoek gedaan naar de rol van creatieve professionals in initiatieven als cross-overs, business development en innovatie. Dit onderzoek betreft een eerste verkenning naar het fenomeen van samenwerking tussen organisaties en creatieve professionals. Hiervoor worden 4-5 cases bestudeerd van organisaties die hebben samen gewerkt met creatieve professionals. Daarnaast zal een literatuurstudie worden uitgevoerd naar cross-overs en overige samenwerkingsvormen tussen organisaties en creatieve professionals. Het resultaat van dit onderzoek is om via een verdiepende verkenning naar de samenwerking van creatieve professionals en bedrijven/ publieke organisaties meer inzichten in de factoren die samenwerking tussen MKB bedrijven en creatieve professionals beïnvloeden, te krijgen. Met deze verkenning willen we de basis leggen voor vervolgonderzoek (RAAK MKB-aanvraag), waarbij focus op het perspectief van design thinking, de wijze van samenwerking, het handelingsrepertoire (‘change agents’) of bijvoorbeeld op methoden die zijn gehanteerd, aandacht zullen krijgen.
The presented research project will address parasocial interaction (PSI) directed towards non-player characters (NPCs) within video games. As first described by Horton and Wohl in 1956, the investigation of PSI has been predominantly limited to the context of linear media. Consequently, a significant research gap has emerged, prompting the need for this study. This research endeavors to bridge this gap by conducting multiple studies that delve into different aspects of a character's presence that seem to affect PSI. For example, factors such as obtrusiveness and persistence will be investigated due to their potential influence on the strength of PSI (Hartmann, Schramm, & Klimmt, 2004). Furthermore, the inquiry extends to exploring the collective impact of a group of NPCs on PSI dynamics. To achieve these objectives, the research will employ research through design methods, involving iterative modifications to the NPCs across various test setups. A game-based research environment will be created for participant exposure, leveraging the video game RimWorld (Ludeon Studios, 2018) as a foundational framework that can be adapted as necessary. Employing a quantitative approach, the studies will document the impact different aspects of a character’s presence have on the strength of PSI observed. The outcomes of this research endeavor will be disseminated among fellow game developers through artistic interventions, such as, for example, game jams. This approach seeks to not only contribute to the scholarly understanding of PSI but also offer practical insights in the context of game development.