Purpose: Adolescents are insufficiently physically active and spent too much time sitting, which provides a health risk. In the current study the municipality of Amsterdam, secondary schools, experts in urban sports and researchers work together to stimulate healthy exercise behavior of adolescents. The urban sports facilities in the city of Amsterdam are at the center of this project. A variety of urban sports facilities have been realized over the last years. It remains however unknown which adolescents actually use these facilities. When urban space planning and physical education (PE) lessons at school are aligned and adjusted to the needs and preferences of adolescents, adolescents probably feel more competent to use the urban sport facilities surrounding their schools. The goal of this project is twofold: 1) findings working principles for designing urban sports facilities in the urban space surrounding schools 2) identifying elements in secondary school physical education lessons that motivate adolescents to use the urban sports facilities.Methods: This was investigated by applying design thinking methods and co creation sessions with adolescents, PE teachers, school boards, municipality and experts in urban sports.Results: First results indicate that needs, wishes and barriers of adolescents with regard to the use of urban sports facilities are currently insufficiently documented. Moreover, physical education teachers lack a feeling of competence in providing urban sports classes and there is insufficient coordination between schools, the municipality and providers of urban sports. Next steps in the design thinking cycle will be discussed as well as implications for the municipality with regard to planning of urban sports facilities around school, and how to connect physical education programming inside and outside secondary schools.
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Every healthcare professional (HCP) in the Netherlands is expected to provide palliative care based on their initial education. This requires national consensus and clarity on the quality and goals of palliative care education and accessible education opportunities nationwide. These requirements were not met in the Netherlands, posing a major obstacle to improving the organization and delivery of palliative care. Therefore, a program, Optimizing Education and Training in Palliative Care (O2PZ), was established to improve palliative care education on a national level.
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The Lectorate of Inclusive Education had its official start at the inaugural speech by Aminata Cairo on January 17, 2018. Since then a team of dedicated people have given shape and form to the lectorate. Some have come and gone since then, each contributing in their own way. Inclusive Education is an elusive term. It is not clear-cut and many people do not know what it means. Inherently it is linked to diversity issues, which have become associated with "having to deal with the other", discrimination, exclusion, and more of such bothersome issues. Inclusion is about doing it however, about making it happen. Inclusive education is about creating optimal learning opportunities to accommodate students of all backgrounds, but requires dealing with those difficult issues. The language is not available, the level of comfort is not available, and so here is a whole lectorate dedicated to dealing with this pesky implication that somehow we are not doing something right. That is one way of looking at it. There is some truth in that as well. As successful as our educational systems have been throughout hundreds of years, we now acknowledge that it has not been successful for all who attempt to partake and not necessarily due to their lack of effort. So, somehow we have fallen short. Who wants to talk about that? We need to talk about that, but how? We need to have the sensitivity that the conversation might be difficult and complex. We need to acknowledge that the conversation might require us to open up and be vulnerable. We need to be brave, but the conversation must happen. In this volume the members of the knowledge circle and student branch have taken a first step. The assignment was to write about their involvement with the lectorate, but to share where their passion came from. There is a reason why you are so passionate about this (difficult) topic, something about your story that drives you to want to do this. Share that. It was not an easy task for all, even if only in one paragraph. After all, it requires one to open a window into one's soul. We cannot expect and lead people into the difficult conversations if we are not willing to lead by example. As you will see, they lived up to the task. Hoping that our first step will be an inspiration for you to take the next.
The recently established BUas Research & Graduate School has been set up to facilitate and coordinate both in-domain and cross-domain research projects. One of its ambitions is to connect our expertise on Digital Realities (DR) with our other research domains. This will give all domains a better position to contribute to the European ambition to create “a Europe fit for the digital age”. Additionally, the project will enable the SPRONG group DIGIREAL-XL to strengthen its visibility and reputation on a European level. Connecting with the European VR/AR Coalition will be an important step to achieve this goal, in combination with activities for extending our European network for DR applications. Key deliverable will be a grant proposal for the new European VR/AR-Lab, in which we combine our DR expertise with our specialized knowledge in other domains (e.g. entertainment, culture, tourism and education). The ultimate goal is to establish a more coherent and focused research portfolio, and reach a better position to contribute to a greener, more digital and more resilient Europe.
Society continues to place an exaggerated emphasis on women's skins, judging the value of lives lived within, by the colour and condition of these surfaces. This artistic research will explore how the skin of a painting might unpack this site of judgement, highlight its objectification, and offer women alternative visualizations of their own sense of embodiment. This speculative renovation of traditional concepts of portrayal will explore how painting, as an aesthetic body whose material skin is both its surface and its inner content (its representations) can help us imagine our portrayal in a different way, focusing, not on what we look like to others, but on how we sense, touch, and experience. How might we visualise skin from its ghostly inner side? This feminist enquiry will unfold alongside archival research on The Ten Largest (1906-07), a painting series by Swedish Modernist Hilma af Klint. Initial findings suggest the artist was mapping traditional clothing designs into a spectral, painterly idea of a body in time. Fundamental methods research, and access to newly available Af Klint archives, will expand upon these roots in maps and women’s craft practices and explore them as political acts, linked to Swedish Life Reform, and knowingly sidestepping a non-inclusive art history. Blending archival study with a contemporary practice informed by eco-feminism is an approach to artistic research that re-vivifies an historical paradigm that seems remote today, but which may offer a new understanding of the past that allows us to also re-think our present. This mutuality, and Af Klint’s rhizomatic approach to image-making, will therefore also inform the pedagogical development of a Methods Research programme, as part of this post-doc. This will extend across MA and PhD study, and be further enriched by pedagogy research at Cal-Arts, Los Angeles, and Konstfack, Stockholm.
The PhD research by Joris Weijdom studies the impact of collective embodied design techniques in collaborative mixed-reality environments (CMRE) in art- and engineering design practice and education. He aims to stimulate invention and innovation from an early stage of the collective design process.Joris combines theory and practice from the performing arts, human-computer interaction, and engineering to develop CMRE configurations, strategies for its creative implementation, and an embodied immersive learning pedagogy for students and professionals.This lecture was given at the Transmedia Arts seminar of the Mahindra Humanities Center of Harvard University. In this lecture, Joris Weijdom discusses critical concepts, such as embodiment, presence, and immersion, that concern mixed-reality design in the performing arts. He introduces examples from his practice and interdisciplinary projects of other artists.About the researchMultiple research areas now support the idea that embodiment is an underpinning of cognition, suggesting new discovery and learning approaches through full-body engagement with the virtual environment. Furthermore, improvisation and immediate reflection on the experience itself, common creative strategies in artist training and practice, are central when inventing something new. In this research, a new embodied design method, entitled Performative prototyping, has been developed to enable interdisciplinary collective design processes in CMRE’s and offers a vocabulary of multiple perspectives to reflect on its outcomes.Studies also find that engineering education values creativity in design processes, but often disregards the potential of full-body improvisation in generating and refining ideas. Conversely, artists lack the technical know-how to utilize mixed-reality technologies in their design process. This know-how from multiple disciplines is thus combined and explored in this research, connecting concepts and discourse from human-computer interaction and media- and performance studies.This research is a collaboration of the University of Twente, Utrecht University, and HKU University of the Arts Utrecht. This research is partly financed by the Dutch Research Council (NWO).Mixed-reality experiences merge real and virtual environments in which physical and digital spaces, objects, and actors co-exist and interact in real-time. Collaborative Mix-Reality Environments, or CMRE's, enable creative design- and learning processes through full-body interaction with spatial manifestations of mediated ideas and concepts, as live-puppeteered or automated real-time computer-generated content. It employs large-scale projection mapping techniques, motion-capture, augmented- and virtual reality technologies, and networked real-time 3D environments in various inter-connected configurations.This keynote was given at the IETM Plenary meeting in Amsterdam for more than 500 theatre and performing arts professionals. It addresses the following questions in a roller coaster ride of thought-provoking ideas and examples from the world of technology, media, and theatre:What do current developments like Mixed Reality, Transmedia, and The Internet of Things mean for telling stories and creating theatrical experiences? How do we design performances on multiple "stages" and relate to our audiences when they become co-creators?Contactjoris.weijdom@hku.nl / LinkedIn profileThis research is part of the professorship Performative Processes