Abstract Background: To address the lack of social interaction and meaningful activities for persons with dementia (PWD) in nursing homes an artistic Photo-Activity was designed. The present study aims to develop a digital version of the Photo-Activity and to investigate its implementation and impact on nursing home residents with advanced dementia, and their (in)formal carers. Methods: First, within a user-participatory design, a digital-app version of the Photo-Activity will be developed and pilot-tested, in co-creation with (in)formal carers and PWD. Next, the feasibility and effectiveness of the Photo-Activity versus a control activity will be explored in a randomized controlled trial with nursing home residents (N=90), and their (in)formal carers. Residents will be offered the Photo- Activity or the control activity by (in)formal carers during one month. Measurements will be conducted by independent assessors at baseline (T0), after one month (T1) and at follow up, two weeks after T1 (T2). Qualitative and quantitative methods will be used to investigate the effects of the intervention on mood, social interaction and quality of life of the PWD, sense of competence of informal carers, empathy and personal attitude of the formal carers, and quality of the relationship between the PWD, and their (in)formal carers. In addition, a process evaluation will be carried out by means of semi-structured interviews with the participating residents and (in)formal carers. Finally, an implementation package based on the process evaluation will be developed, allowing the scaling up of the intervention to other care institutions. Discussion: Results of the trial will be available for dissemination by Spring 2023. The digital Photo-Activity is expected to promote meaningful connections between the resident with dementia, and their (in)formal carers through the facilitation of person-centered conversations. Trial registration: Netherlands Trial Register: NL9219; registered (21 January 2021); NTR (trialregister.nl)
DOCUMENT
Abstract Background: To address the lack of social interaction and meaningful activities for persons with dementia (PWD) in nursing homes an artistic Photo-Activity was designed. The present study aims to develop a digital version of the Photo-Activity and to investigate its implementation and impact on nursing home residents with advanced dementia, and their (in)formal carers. Methods: First, within a user-participatory design, a digital-app version of the Photo-Activity will be developed and pilot-tested, in co-creation with (in)formal carers and PWD. Next, the feasibility and effectiveness of the Photo-Activity versus a control activity will be explored in a randomized controlled trial with nursing home residents (N=90), and their (in)formal carers. Residents will be offered the Photo- Activity or the control activity by (in)formal carers during one month. Measurements will be conducted by independent assessors at baseline (T0), after one month (T1) and at follow up, two weeks after T1 (T2). Qualitative and quantitative methods will be used to investigate the effects of the intervention on mood, social interaction and quality of life of the PWD, sense of competence of informal carers, empathy and personal attitude of the formal carers, and quality of the relationship between the PWD, and their (in)formal carers. In addition, a process evaluation will be carried out by means of semi-structured interviews with the participating residents and (in)formal carers. Finally, an implementation package based on the process evaluation will be developed, allowing the scaling up of the intervention to other care institutions. Discussion: Results of the trial will be available for dissemination by Spring 2023. The digital Photo-Activity is expected to promote meaningful connections between the resident with dementia, and their (in)formal carers through the facilitation of person-centered conversations. Trial registration: Netherlands Trial Register: NL9219; registered (21 January 2021); NTR (trialregister.nl)
DOCUMENT
Attending to the emergent debates on tourism and (in)justice, this study critically examines the role of the Walled Off Hotel, Banksy's tourism-artistic intervention in Palestine, in constructing justice. Utilising the evidence from 15 in-depth empathetic interviews, it explores the ways in which local residents make sense of the Hotel and how they frame and experience (in)justices. While demonstrating how these interpretations are entangled with the broader geographic, social and political context, the paper discusses how different forms of justice circulate in this particular context. The new knowledge generated contributes to our further understanding of achieving justice-through-tourism as an affirmative praxis, while addressing the broader humanitarian, earthly, or otherwise existential crisis.
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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.