Technology designed to sense behavior, often neglects to directly incorporate subjective input from (elderly) users. This paper presents experiences in deploying technology that considers the elderly user and their subjective input as a way to enrich sensor data systems and empower the user. For this purpose, the paper draws on: (1) Observations of shortcomings in terms of capturing objective data from sensors as experienced in long-term deploymentt in the homes of older adults; (2) The design and evaluation of a wide range of applications especially designed to enable older adults to give subjective input on how they are doing, including an interactive television quiz, a talking picture frame and a tangible mood board, and (3) The development and field study of one application, the ‘Mood button’ in particular, that was tested in real-world sensing settings to work with a commercial sensing system. In doing this, this work aims to contribute towards successful sensing deployments and tools that give more control to the (elderly) end-user.
In the following paper I investigate the relation between the purpose of Facebook use and its possible relation with students’ previous education and their subjective study success in higher education. Three surveys (six in total) were conducted in two successive years (cohort 2011-2012 and 2012-2013) amongst the first year students in the Department of Media, Information and Communication at the Amsterdam University of Applied Sciences.Facebook use will be categorized, according to a previous paper, by the motives of Facebook use:1) for information sharing2) for educational purposes3) for social purposes4) for leisure.Furthermore, the use of special group pages on Facebook is also compared with the students’ previous education. The subjective study success is measured by questioning how much time a student thinks he needs to complete all first year exams and is measured in all three surveys in both years, to uncover possible changes in their opinion. All variables are measured amongst the 904 students in both cohorts, using digital surveys and all data is analysed with the help of statistical tests. This study is part of a broader (PhD) research in which I investigate the possible relation between media literacy and students’ success in higher education.
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The purpose of this study was to examine whether Canadian, Chinese, and Japanese university students' leisure satisfaction affected their subjective well-being (SWB) and, if so, how this process was similar and different cross-culturally/nationally. A series of stepwise multiple regressions indicated that, in general, satisfying leisure significantly and positively impacted SWB across all three cultures, but there were also differences between (a) Canada and both China and Japan in terms of aesthetic leisure satisfaction and (b) China and Japan in terms of psychological and physiological leisure satisfaction. Overall, our results suggest that while satisfying leisure significantly, positively, and substantively impacts SWB in both Western and East Asian cultural contexts, culture frequently influences which specific elements are pertinent. This cross-cultural/national study has important theoretical and practical implications for the currently Western-centric leisure literature and for the understanding of the different roles leisure plays in enhancing SWB across cultures, respectively.
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Digital innovations in the field of immersive Augmented Reality (AR) can be a solution to offer adults who are mentally, physically or financially unable to attend sporting events such as premier league football a stadium and match experience. This allows them to continue to connect with their social networks. In the intended project, AR content will be further developed with the aim of evoking the stadium experience of home matches as much as possible. The extent to which AR enriches the experience is then tested in an experiment, in which the experience of a football match with and without AR enrichment is measured in a stadium setting and in a home setting. The experience is measured with physiological signals. In addition, a subjective experience measure is also being developed and benchmarked (the experience impact score). Societal issueInclusion and health: The joint experience of (top) sports competitions forms a platform for vulnerable adults, with a limited social capital, to build up and maintain the social networks that are so necessary for them. AR to fight against social isolation and loneliness.
In the last decade, the automotive industry has seen significant advancements in technology (Advanced Driver Assistance Systems (ADAS) and autonomous vehicles) that presents the opportunity to improve traffic safety, efficiency, and comfort. However, the lack of drivers’ knowledge (such as risks, benefits, capabilities, limitations, and components) and confusion (i.e., multiple systems that have similar but not identical functions with different names) concerning the vehicle technology still prevails and thus, limiting the safety potential. The usual sources (such as the owner’s manual, instructions from a sales representative, online forums, and post-purchase training) do not provide adequate and sustainable knowledge to drivers concerning ADAS. Additionally, existing driving training and examinations focus mainly on unassisted driving and are practically unchanged for 30 years. Therefore, where and how drivers should obtain the necessary skills and knowledge for safely and effectively using ADAS? The proposed KIEM project AMIGO aims to create a training framework for learner drivers by combining classroom, online/virtual, and on-the-road training modules for imparting adequate knowledge and skills (such as risk assessment, handling in safety-critical and take-over transitions, and self-evaluation). AMIGO will also develop an assessment procedure to evaluate the impact of ADAS training on drivers’ skills and knowledge by defining key performance indicators (KPIs) using in-vehicle data, eye-tracking data, and subjective measures. For practical reasons, AMIGO will focus on either lane-keeping assistance (LKA) or adaptive cruise control (ACC) for framework development and testing, depending on the system availability. The insights obtained from this project will serve as a foundation for a subsequent research project, which will expand the AMIGO framework to other ADAS systems (e.g., mandatory ADAS systems in new cars from 2020 onwards) and specific driver target groups, such as the elderly and novice.
Due to their diverse funding sources, theatres are under increasing pressure to demonstrate impact on society. The Raad voor Cultuur (2023) for example advised the secretary of state to include societal impact as an additional evaluation measure next to artistic value. Many theaters, such as the Chassé Theater and Parkstad Limburg Theaters, have reformulated their missions to focus on impact of performances on visitors. This is a profound transformation from merely selling tickets and filling seats, and requires new measurement instruments to monitor, manage, and improve impact. Currently available instruments are insufficient, and effective monitoring is crucial to larger future projects that theaters are currently planning to systematically broaden impacts of performances on their communities. The specific goal of this project is to empower theaters to monitor and improve impact by developing a brief experience impact questionnaire, taking existing data from student projects conducted at the Chassé Theater about performing arts experiences on one hand, and experience impact theory innovations on the other, as starting points. We will develop potential items to measure and benchmark against established measures of valued societal outcomes, such as subjective well-being and quality of life. These will be measured in questionnaires developed with project partners Chassé Theater and Parkstad Limburg Theaters and administered before and after performances across a wide range of genres. The resulting data will enable comparison of new questionnaire items with benchmarked measures of valued societal outcomes. The final product of the project will be a brief impact questionnaire, which within several brief self-report instruments and just a few minutes can effectively be used to quantify the impact of a performing arts experience. A workshop and practice-oriented article will make this questionnaire implementable, thereby mobilizing the key enabling methodology of monitoring and impact measurement in the performing arts sector.