Professional playground werpt een blik in de keuken van verschillende spelers in de game-industrie. Verschillende professionals uit deze industrie zijn aan het woord, waardoor een beeld ontstaat van het krachtenveld waar zij mee te maken hebben. Welke kennis van theorieën, concepten, procedures en processen zijn er nodig om het werk in de dagelijkse praktijk goed te kunnen doen?
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BackgroundThe relative number of children meeting the minimal required dose of daily physical activity remains execrably low. It has been estimated that in 2015 one out of five children will be overweight. Therefore, low levels of physical activity during early childhood may compromise the current and future health and well-being of the population, and promoting physical activity in younger children is a major public health priority. This study is to gain insight into effects of a Physical Education based playground program on the PA levels during recess in primary school children aged 6-12.Methods/designThe effectiveness of the intervention program will be evaluated using a prospective controlled trial design in which schools will be matched, with a follow-up of one school year. The research population will consist of 6-12 year old primary school children. The intervention program will be aimed at improving physical activity levels and will consist of a multi-component alteration of the schools' playground. In addition, playground usage will be increased through altered time management of recess times, as well as a modification of the Physical Education content.DiscussionThe effects of the intervention on physical activity levels during recess (primary outcome measure), overall daily physical activity and changes in physical fitness (secondary outcome measures) will be assessed. Results of this study could possibly lead to changes in the current playground system of primary schools and provide structured health promotion for future public health.Trial registrationNetherlands Trial Register (NTR): NTR2386
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The (pre)school environment is an important setting to improve children’s health. Especially, the (pre)school playground provides a major opportunity to intervene. This review presents an overview of the existing evidence on the value of both school and preschool playgrounds on children’s health in terms of physical activity, cognitive and social outcomes. In addition, we aimed to identify which playground characteristics are the strongest correlates of beneficial effects and for which subgroups of children effects are most distinct. In total, 13 experimental and 17 observational studies have been summarized of which 10 (77%) and 16 (94%) demonstrated moderate to high methodological quality, respectively. Nearly all experimental studies (n = 11) evaluated intervention effects on time spent in different levels of physical activity during recess. Research on the effects of (pre)school playgrounds on cognitive and social outcomes is scarce (n = 2). The experimental studies generated moderate evidence for an effect of the provision of play equipment, inconclusive evidence for an effect of the use of playground markings, allocating play space and for multi-component interventions, and no evidence for an effect of decreasing playground density, the promotion of physical activity by staff and increasing recess duration on children’s health. In line with this, observational studies showed positive associations between play equipment and children’s physical activity level. In contrast to experimental studies, significant associations were also found between children’s physical activity and a decreased playground density and increased recess duration. To confirm the findings of this review, researchers are advised to conduct more experimental studies with a randomized controlled design and to incorporate the assessment of implementation strategies and process evaluations to reveal which intervention strategies and playground characteristics are most effective. https://doi.org/10.1186/1479-5868-11-59 This is an Open Access article distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/2.0), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly credited.
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Hoogwaardig afvalhout van bewoners, bouwbedrijven en meubelmakers blijft momenteel ongebruikt omdat het te arbeidsintensief is om grote hoeveelheden ongelijke stukken hout van verschillende afmetingen en soorten te verwerken. Waardevol hout wordt waardeloos afval, tegen de principes van de circulaire economie in. In CW.Code werken Powerhouse Company, Bureau HUNC en Vrijpaleis samen met de HvA om te onderzoeken hoe een toegankelijke ontwerptool te ontwikkelen om upcycling en waardecreatie van afvalhout te faciliteren. In andere projecten hebben HvA en partners verschillende objecten gemaakt van afvalhout: een stoel, een receptiebalie, kleine meubels en objecten voor de openbare ruimte, vervaardigd met industriële robots. Deze objecten zijn 3D gemodelleerd met behulp van specifieke algoritmen, in de algemeen gebruikte ontwerpsoftware Rhino en Grasshopper. De projectpartners willen nu onderzoeken hoe deze algoritmen via een toegankelijke tool bruikbaar te maken voor creatieve praktijken. Deze tool integreert generatieve ontwerpalgoritmen en regelsets die rekening houden met beschikbaar afvalhout, en de ecologische, financiële en sociale impact van resulterende ontwerpen evalueren. De belangrijkste ontwerpparameters kunnen worden gemanipuleerd door ontwerpers en/of eindgebruikers, waardoor het een waardevol hulpmiddel wordt voor het co-creëren van circulaire toepassingen voor afvalhout. Dit onderzoek wordt uitgevoerd door HvA Digital Production Research Group, met bovengenoemde partners. HUNC heeft ervaring met stadsontwikkeling waarbij gebruik wordt gemaakt van lokaal gekapt afvalhout. Vrijpaleis biedt toegang tot een actieve, lokale community van makers met een sterke band met buurtbewoners. Powerhouse Company heeft ervaring in het ontwerpen met hout in de bouw. Alle drie kunnen profiteren van slimmere circulaire ontwerptools, waarbij beschikbaar materiaal, productiebeperkingen en impactevaluatie worden geïntegreerd. De tool wordt ontwikkeld en getest voor twee designcases: een binnenmeubelobject en een buitengevelelement. Bevindingen hiervan zullen leidend zijn bij de ontwikkeling van de tool. Na afronding van het project is een bètaversie gereed voor validatie door ontwerpers, bewonerscollectieven en onderzoek/onderwijs van de HvA.
Fashion has become inextricably linked with digital culture. Digital media have opened up new spaces of fashion consumption that are unprecedented in their levels of ubiquity, immersion, fluidity, and interactivity. The virtual realm continuously needs us to design and communicate our identity online. Unfortunately, the current landscape of digitised fashion practices seems to lack the type of self-governing attitude and urgency that is needed to move beyond commercially mandated platforms and systems that effectively diminish our digital agency. As transformative power seems to be the promise of the virtual, there is an inherent need to critically assess how digital representation of fashion manifests online, especially when these representations become key mediators within our collective and individual public construction of self. A number of collectives and practitioners that actively shape a counter movement, organized bottom up rather than through capital, are questioning this interdependence, applying inverted thinking and experimenting with alternative modes of engagement. Starting from the research question ‘How can critical fashion practitioners introduce and amplify digital agency within fashion’s virtual landscape through new strategies of aesthetic engagement?’, this project investigates the implications of fashion’s increasing shift towards the virtual realm and the ramifications created for digital agency. It centers on how identity is understood in the digital era, whether subjects have full agency while expected to construct multiple selves, and how online environments that enact as playgrounds for our identities might attribute to a distorted sense of self. By using the field of critical fashion as its site, and the rapidly expanding frontier of digital counter practices as a lens, the aim of this project is to contribute to larger changes within an increasingly global and digital society, such as new modes of consumerism, capital and cultural value.
Entangled Machines is a project by Mariana Fernández Mora that interrogates the colonial and extractive legacies underpinning artificial intelligence (AI). By introducing slowness and digital kinship as critical frameworks, the project reconceptualises AI as embedded within intricate social and ecological networks, thereby contesting dominant narratives of efficiency and optimisation. Through participatory, practice-based methodologies such as the Material Playground, the project integrates feminist and non-Western epistemologies to articulate alternative models for ethical, sustainable, and equitable AI practices. Over a four-year period, Entangled Machines develops theory, engages diverse communities, and produces artistic outputs to reimagine human-AI interactions. In collaboration with partners including ARIAS Amsterdam, Archival Consciousness, and the Sandberg Institute, the research seeks to foster decolonial and interdisciplinary approaches to AI. Its culmination will be an “Anarchive” – a curated assemblage of artistic, theoretical, and archival outputs – that serves as a resource for rethinking AI’s socio-political and ecological impacts.