This study investigates whether an interactive surround video is perceived as more enjoyable when there is some auditory feedback on interactive moments. We constructed a questionnaire that measured presence, effectance, autonomy, flow, enjoyment, system usability, user satisfaction and identification, filled in by two groups of respondents who had either watched an interactive movie on Oculus Rift with feedback sounds, or a version without. Our results show that users rated presence significantly lower in the feedback condition. We rejected our hypothesis, that auditory feedback would increase the perception of effectance.
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The qualities and availability of different video formats offer many opportunities within the context of Higher Education (Hansch et al., 2015; Johnson et al., 2016; van Huystee, 2016). There is a shift within Higher Education to transition from the traditional face to face approach, to a more ‘blended’ approach in which face to face and online delivery of content are blended (Bates, 2015). More delivery of content is now provided online in video format, viewed before the class, as part of a flipped classroom (Bishop & Verleger, 2013; Yousef, Chatti, & Schroeder, 2014) and this is impacting the traditional role of the lecturer from ‘sage on the stage’, to ‘guide on the side’ (Tapscott, 2009). When creating video, a lecturer needs to have an understanding of the particular pedagogic affordances of the different types of video (Koumi, 2014; Thomson, Bridgstock, & Willems, 2014) and to know how to implement and embed these effectively into the teaching environment as part of a blended approach (Dankbaar, Haring, Moes, & van Hees, 2016; Fransen, 2006; Woolfitt, 2015). There needs to be awareness of how to embed the video from a didactic perspective to create meaningful learning (Karppinen, 2005) and an understanding of some of the financial and technical issues which include the relationship between cost of video production and the user experience (Hansch et al., 2015) and creating the correct combination of multimedia visual and audio elements (Colvin Clark & Mayer, 2011). As the role of the lecturer changes, there are a number of challenges when navigating through this changing educational environment. Massive Open Online Courses (MOOCs) provide lots of data for analysis and research shows that students in this environment stop watching videos after about six minutes (Guo, Kim, & Rubin, 2014) and that the most common video style used in MOOCs was the talking head with Power Point (Reutemann, 2016). Further research needs to be conducted regarding student preferences of video styles and correlation between video styles and course drop-out rates. As part of its research, the Inholland research group ‘Teaching, Learning and Technology’ (TLT) examines the use of ICT and video to support teaching and learning within Inholland. In 2015-2016, several pioneers (Fransen, 2013) working at Inholland explored different approaches to using video to support the teaching and learning process within a number of educational environments. TLT supported the pioneers in establishing their role within their faculty, creating a framework within which the pioneer can design the video intervention, collecting data and reflecting on what was learned through this process. With some of the projects, a more formal research process was followed and a full research report could be compiled. In other cases, the pioneer took a more exploratory and experimental approach. In these cases, the pioneer may not have conducted the video intervention under a formal research framework. However, during this process the pioneer may have uncovered interesting and valuable practical examples that can inspire and be shared with other educators. This current report falls under the category Research Type 3 as defined by TLT. It describes and assesses an ICT application (in this case, video) in order to share the original approach that could have high potential to be implemented in a broader educational context.
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As a result of the COVID-19 measures, many people experienced social isolation and a lack of meaningful contact, especially vulnerable elderly people. For a specific group of musicians specialized in person-centred artistically-led participatory practices in healthcare settings, this sparked the exploration of migrating their live practice online, by making use of video-calling technology. From a ‘lifelong learning’ perspective—which considers musicians as being capable of responding to societal change by creating new, meaningful artistic practices—such a sudden migration from offline to online, under the exceptional circumstances at the beginning of the COVID-19 pandemic, created an instant challenge for the musicians to demonstrate their flexibility and adaptability. On the other hand, the limits caused by the conditions and immediacy of this response, combined with a feeling of diminished humanness in virtual interaction, seemed to jeopardize the person-centred values that the work of this group is built upon.This article explores this issue by expanding on the musicians’ flexibility towards personcentredness and their attempts to safeguard these values when they suddenly switch from a ‘physical’ to ‘virtual’ space.
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Communities of practice (CoPs) impact different actors in different ways. Because using a singular approach would not do justice to the complexity that surrounds CoPs, a multi-disciplinary and pluralistic approach is used here to develop a model for measuring the impact CoPs may have on individuals, groups and the organisations in which they are situated. A review of the literature showed no such comprehensive model. In fact, empirical work on CoPs, in general, is scarce and evaluations of them are underdeveloped. Most assessments are look at process alone, or try to link output to anecdotal evidence. I try to fill this gap by presenting a multi-disciplinary conceptual model that approaches measuring certain types of impact a CoP has on individuals and groups that are functioning as CoPs. I also make a theoretical link to how CoPs may contribute to organisational capability.
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This study evaluates the maximum theoretical exposure to radiofrequency (RF) electromag- netic fields (EMFs) from a Fifth-generation (5G) New Radio (NR) base station (BS) while using four commonly used mobile applications: YouTube for video streaming, WhatsApp for voice calls, Instagram for posting pictures and videos, and running a Video game. Three factors that might affect exposure, i.e., distance of the measurement positions from the BS, measurement time, and induced traffic, were examined. Exposure was assessed through both instantaneous and time-averaged extrapolated field strengths using the Maximum Power Extrapolation (MPE) method. The former was calculated for every measured SS-RSRP (Secondary Synchronization Reference Signal Received Power) power sample obtained with a sampling resolution of 1 second, whereas the latter was obtained using a 1-min moving average applied on the applications’ instantaneous extrapolated field strengths datasets. Regarding distance, two measurement positions (MPs) were selected: MP1 at 56 meters and MP2 at 170 meters. Next, considering the measurement time, all mobile application tests were initially set to run for 30 minutes at both MPs, whereas the video streaming test (YouTube) was run for an additional 150 minutes to investigate the temporal evolution of field strengths. Considering the traffic, throughput data vs. both instantaneous and time-averaged extrapolated field strengths were observed for all four mobile applications. In addition, at MP1, a 30-minute test without a User Equipment (UE) device was conducted to analyze exposure levels in the absence of induced traffic. The findings indicated that the estimated field strengths for mobile applications varied. It was observed that distance and time had a more significant impact than the volume of data traffic generated (throughput). Notably, the exposure levels in all tests were considerably lower than the public exposure thresholds set by the ICNIRP guidelines.INDEX TERMS 5G NR, C-band, human exposure assessment, mobile applications, traffic data, maximum extrapolation method, RF-EMF.
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Triggered by highly publicised corporate scandals, changing societal expectations and the collapse of financial markets, the roles of boards of directors have changed significantly in safeguarding the interest of shareholders and other stakeholders. Yet, relatively little is known about contemporary challenges non–executive directors face and whether their boards are well–equipped for their new tasks. Based on self–assessment reports by supervisory boards, a survey and interviews with supervisory board members, this paper investigates the challenges non–executive directors face in the Netherlands, particularly after a decade of corporate governance reform. Non–executive directors' inadequate role in scrutinising executive directors' performance, information asymmetries and dysfunctional working relationships between executive and non–executive directors are among the greatest challenges indicated by non–executive directors on Dutch supervisory boards. The paper discusses several implications for scholars and practitioners and provides a unique insight in boardroom dynamics.
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In recent years video game consoles, such as the Nintendo Wii™ and the Microsoft Kinect™, have been introduced into residential facilities. This paper presents a review of current studies documenting the benefits and detriments the Wii could have on adults aged 60 years and over in residential facilities, concentrating on the common uses of the Wii in care facilities: maintaining physical fitness, promoting mental well-being, encouraging social interaction and both physical and mental rehabilitation. Furthermore, this paper discusses the potential use of the Microsoft Kinect in care for older persons. The Wii can have a positive impact on the physical and mental health of older adults living in care facilities, but additional work should still be conducted, including assessing the use of games outside of Wii Sports and Wii Fit and possible non-gaming application of the Wii in care for older adults. Results for the Wii display potential for use of the Kinect in care facilities but further exploration is required to assess the potential physical impact and interaction viability.
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Background: Joint bleeds are the hallmark of hemophilia, leading to a painful arthritic condition called as hemophilic arthropathy (HA). Exercise programs are frequently used to improve the physical functioning in persons with HA. As hemophilia is a rare disease, there are not many physiotherapists who are experienced in the field of hemophilia, and regular physiotherapy sessions with an experienced physiotherapist in the field of hemophilia are not feasible for persons with HA. Blended care is an innovative intervention that can support persons with HA at home to perform the advised physical activities and exercises and provide self-management information. Objective: The aim of this study was to develop a blended physiotherapy intervention for persons with HA. Methods: The blended physiotherapy intervention, namely, e-Exercise HA was developed by cocreation with physiotherapists, persons with HA, software developers, and researchers. The content of e-Exercise HA was compiled using the first 3 steps of the Center for eHealth Research roadmap model (ie, contextual inquiry, value specification, and design), including people with experience in the development of previous blended physiotherapy interventions, a literature search, and focus groups. Results: A 12-week blended intervention was developed, integrating face-to-face physiotherapy sessions with a web-based app. The intervention consists of information modules for persons with HA and information modules for physiotherapists, a graded activity program using a self-chosen activity, and personalized video-supported exercises. The information modules consist of text blocks, videos, and reflective questions. The patients can receive pop-ups as reminders and give feedback on the performance of the prescribed activities. Conclusions: In this study, we developed a blended physiotherapy intervention for persons with HA, which consists of information modules, a graded activity program, and personalized video-supported exercises.
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Digital surveillance technologies using artificial intelligence (AI) tools such as computer vision and facial recognition are becoming cheaper and easier to integrate into governance practices worldwide. Morocco serves as an example of how such technologies are becoming key tools of governance in authoritarian contexts. Based on qualitative fieldwork including semi-structured interviews, observation, and extensive desk reviews, this chapter focusses on the role played by AI-enhanced technology in urban surveillance and the control of migration between the Moroccan–Spanish borders. Two cross-cutting issues emerge: first, while international donors provide funding for urban and border surveillance projects, their role in enforcing transparency mechanisms in their implementation remains limited; second, Morocco’s existing legal framework hinders any kind of public oversight. Video surveillance is treated as the sole prerogative of the security apparatus, and so far public actors have avoided to engage directly with the topic. The lack of institutional oversight and public debate on the matter raise serious concerns on the extent to which the deployment of such technologies affects citizens’ rights. AI-enhanced surveillance is thus an intrinsically transnational challenge in which private interests of economic gain and public interests of national security collide with citizens’ human rights across the Global North/Global South divide.
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