The objective of this study was to assess relationships between children's physical environment and afterschool leisure time physical activity (PA) and active transport. Methods: Children aged 10-12 years participated in a 7-day accelerometer and Global Positioning Systems (GPS) protocol. Afterschool leisure time PA and active transport were identified based on locationand speed-algorithms based on accelerometer, GPS and Geospatial Information Systems (GIS) data. We operationalized children's exposure to the environment by combining home, school and the daily transport environment in individualized daily activity-spaces. Results: In total, 255 children from 20 Dutch primary schools from suburban areas provided valid data. This study showed that greenspaces and smaller distances from the children's home to school were associated with afterschool leisure time PA and walking. Greater distances between home and school, as well as pedestrian infrastructure were associated with increased cycling. Conclusion: We demonstrated associations between environments and afterschool PA within several behavioral contexts. Future studies are encouraged to target specific behavioral domains and to develop natural experiments based on interactions between several types of the environment, child characteristics and potential socio-cognitive processes. LinkedIn: https://www.linkedin.com/in/sanned/
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Natalie Bookchin’s work is synonymous with the Video Vortex network and the rise of YouTube. Whereas we got to know each other’s work in the turbulent net.art late nineties years, this particular story started with a DVD I got from Natalie, containing The Trip (2008), a video collection of early YouTube fragments, which Natalie reassembled into an imaginary travel around the globe, shot during car trips on all continents. What has always defined Natalie Bookchin’s work is her ability to recreate unity out of dispersed fragments. We, as users, may feel lost and desperate, but the artist gives us hope again that we can overcome distraction and senseless multi-tasking by creating an all-together new meta narrative that is human—again. This is database cinema as you always imagined it, overcoming the isolation of the individualized voice-as-image while paying respect to the unique status that each of us has.
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In de loop van het leven wordt muziek voor de meeste mensen een drager van herinneringen en emoties. In de jeugd en vroege volwassenheid ontwikkelen we onze persoonlijke muzieksmaak. De muziek uit die tijd blijft ons het beste bij. Voor mensen met dementie, meestal 80 plussers, is dat ruim zestig jaar geleden. Daarom maakten de lectoraten Psychogeriatrie en Informatie, Technologie en Samenleving, in samenwerking met muziektherapeut Machgiel Bakker, een online muziekstation dat muziek uit die periode draait: Radio Remember. Een station om naar te luisteren, maar ook om in te zetten als psychosociale interventie om de kwaliteit van leven van mensen met dementie te verbeteren. In dit artikel wordt verslag gedaan van de eerste ervaringen en worden de volgende stappen van het project beschreven.
The energy transition is a highly complex technical and societal challenge, coping with e.g. existing ownership situations, intrusive retrofit measures, slow decision-making processes and uneven value distribution. Large scale retrofitting activities insulating multiple buildings at once is urgently needed to reach the climate targets but the decision-making of retrofitting in buildings with shared ownership is challenging. Each owner is accountable for his own energy bill (and footprint), giving a limited action scope. This has led to a fragmented response to the energy retrofitting challenge with negligible levels of building energy efficiency improvements conducted by multiple actors. Aggregating the energy design process on a building level would allow more systemic decisions to happen and offer the access to alternative types of funding for owners. “Collect Your Retrofits” intends to design a generic and collective retrofit approach in the challenging context of monumental areas. As there are no standardised approaches to conduct historical building energy retrofits, solutions are tailor-made, making the process expensive and unattractive for owners. The project will develop this approach under real conditions of two communities: a self-organised “woongroep” and a “VvE” in the historic centre of Amsterdam. Retrofit designs will be identified based on energy performance, carbon emissions, comfort and costs so that a prioritisation strategy can be drawn. Instead of each owner investing into their own energy retrofitting, the neighbourhood will invest into the most impactful measures and ensure that the generated economic value is retained locally in order to make further sustainable investments and thus accelerating the transition of the area to a CO2-neutral environment.
Lack of physical activity in urban contexts is an increasing health risk in The Netherlands and Brazil. Exercise applications (apps) are seen as potential ways of increasing physical activity. However, physical activity apps in app stores commonly lack a scientific base. Consequently, it remains unknown what specific content messages should contain and how messages can be personalized to the individual. Moreover, it is unknown how their effects depend on the physical urban environment in which people live and on personal characteristics and attitudes. The current project aims to get insight in how mobile personalized technology can motivate urban residents to become physically active. More specifically, we aim to gain insight into the effectiveness of elements within an exercise app (motivational feedback, goal setting, individualized messages, gaming elements (gamification) for making people more physically active, and how the effectiveness depends on characteristics of the individual and the urban setting. This results in a flexible exercise app for inactive citizens based on theories in data mining, machine learning, exercise psychology, behavioral change and gamification. The sensors on the mobile phone, together with sensors (beacons) in public spaces, combined with sociodemographic and land use information will generate a massive amount of data. The project involves analysis in two ways. First, a unique feature of our project is that we apply machine learning/data mining techniques to optimize the app specification for each individual in a dynamic and iterative research design (Sequential Multiple Assignment Randomised Trial (SMART)), by testing the effectiveness of specific messages given personal and urban characteristics. Second, the implementation of the app in Sao Paolo and Amsterdam will provide us with (big) data on use of functionalities, physical activity, motivation etc. allowing us to investigate in detail the effects of personalized technology on lifestyle in different geographical and cultural contexts.
Lack of physical activity in urban contexts is an increasing health risk in The Netherlands and Brazil. Exercise applications (apps) are seen as potential ways of increasing physical activity. However, physical activity apps in app stores commonly lack a scientific base. Consequently, it remains unknown what specific content messages should contain and how messages can be personalized to the individual. Moreover, it is unknown how their effects depend on the physical urban environment in which people live and on personal characteristics and attitudes. The current project aims to get insight in how mobile personalized technology can motivate urban residents to become physically active. More specifically, we aim to gain insight into the effectiveness of elements within an exercise app (motivational feedback, goal setting, individualized messages, gaming elements (gamification) for making people more physically active, and how the effectiveness depends on characteristics of the individual and the urban setting. This results in a flexible exercise app for inactive citizens based on theories in data mining, machine learning, exercise psychology, behavioral change and gamification. The sensors on the mobile phone, together with sensors (beacons) in public spaces, combined with sociodemographic and land use information will generate a massive amount of data. The project involves analysis in two ways. First, a unique feature of our project is that we apply machine learning/data mining techniques to optimize the app specification for each individual in a dynamic and iterative research design (Sequential Multiple Assignment Randomised Trial (SMART)), by testing the effectiveness of specific messages given personal and urban characteristics. Second, the implementation of the app in Sao Paolo and Amsterdam will provide us with (big) data on use of functionalities, physical activity, motivation etc. allowing us to investigate in detail the effects of personalized technology on lifestyle in different geographical and cultural contexts.