Objectives: Promoting unstructured outside play is a promising vehicle to increase children’s physical activity (PA). This study investigates if factors of the social environment moderate the relationship between the perceived physical environment and outside play. Study design: 1875 parents from the KOALA Birth Cohort Study reported on their child’s outside play around age five years, and 1516 parents around age seven years. Linear mixed model analyses were performed to evaluate (moderating) relationships among factors of the social environment (parenting influences and social capital), the perceived physical environment, and outside play at age five and seven. Season was entered as a random factor in these analyses. Results: Accessibility of PA facilities, positive parental attitude towards PA and social capital were associated with more outside play, while parental concern and restriction of screen time were related with less outside play. We found two significant interactions; both involving parent perceived responsibility towards child PA participation. Conclusion: Although we found a limited number of interactions, this study demonstrated that the impact of the perceived physical environment may differ across levels of parent responsibility.
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There is an increasing interest in outdoor play, both in research and in policy. However, in (re)designing, planning and managing the public space, there is still limited attention for children’s actual playing behavior. A lot of urban planning decisions are based on adults’ perceptions of children’s playing behavior and focus on formal play spaces, rather than on their actual behavior and on other, more informal, play places children might also use. Therefore, the purpose of this study was to explore where children play outdoors, with whom and what kind of activities they are performing there. Between February 2022 and March 2023 1,127 – mainly primary school - children were systematically observed after school in three post-war residential districts in three cities in The Netherlands. The majority of the children were between 5-8 years old (50%). Above the age of 8 years, substantially more boys (70%) than girls (30%) were playing outdoors. Most of the children (79%) were playing with other children, 8% were playing alone. The playground was the most popular play space (36% of the observed children were playing there), followed by public sports fields (14%) and sidewalks (13%). With respect to the type of activities, relaxing (21%) was the most common activity, followed by ball sports (14%), climbing or hanging (11%), swinging (10%), and riding on wheels (9%). This study showed differences in play behavior by gender, age, district and play space and stress the need for a broader definition of play, and for focusing on formal as well as informal play spaces.
This paper investigates strategies to generate levels for action-adventure games. For this genre, level design is more critical than for rule-driven genres such as simulation or rogue-like role-playing games, for which procedural level generation has been successful in the past. The approach outlined by this article distinguishes between missions and spaces as two separate structures that need to be generated in two individual steps. It discusses the merits of different types of generative grammars for each individual step in the process. Notably, the approach acknowledges that the online generation of levels needs to be tailored strictly to the actual experience of a player. Therefore, the approach incorporates techniques to establish and exploit player models in actual play.
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.
The reclaiming of street spaces for pedestrians during the COVID-19 pandemic, such as on Witte de Withstraat in Rotterdam, appears to have multiple benefits: It allows people to escape the potentially infected indoor air, limits accessibility for cars and reduces emissions. Before ordering their coffee or food, people may want to check one of the many wind and weather apps, such as windy.com: These apps display the air quality at any given time, including, for example, the amount of nitrogen dioxide (NO2), a gas responsible for an increasing number of health issues, particularly respiratory and cardiovascular diseases. Ships and heavy industry in the nearby Port of Rotterdam, Europe’s largest seaport, exacerbate air pollution in the region. Not surprisingly, in 2020 Rotterdam was ranked as one of the unhealthiest cities in the Netherlands, according to research on the health of cities conducted by Arcadis. Reducing air pollution is a key target for the Port Authority and the City of Rotterdam. Missing, however, is widespread awareness among citizens about how air pollution links to socio-spatial development, and thus to the future of the port city cluster of Rotterdam. To encourage awareness and counter the problem of "out of sight - out of mind," filmmaker Entrop&DeZwartFIlms together with ONSTV/NostalgieNet, and Rotterdam Veldakademie, are collaborating with historians of the built environment and computer science and public health from TU Delft and Erasmus University working on a spatial data platform to visualize air pollution dynamics and socio-economic datasets in the Rotterdam region. Following discussion of findings with key stakeholders, we will make a pilot TV-documentary. The documentary, discussed first with Rotterdam citizens, will set the stage for more documentaries on European and international cities, focusing on the health effects—positive and negative—of living and working near ports in the past, present, and future.
"How can we transform neighbourhoods in a child-friendly way to increase the quality of life for all citizens?" ContextMetamorphosis starts from the premise that when a neighbourhood has many children on its public spaces, this is a major indicator that it is well designed as a sustainable neighbourhood. The word sustainability itself is already inseparably combined with children as it implicates “designed for the next generations”. Metamorphosis focuses on children – but not only that, children will also play a crucial role in most Work Packages of the project. They will act as ambassadors, driving forces, encouragers of actions, translators, evaluators, investigators and in many more roles. As such, children represent an enormous added value to achieve unconventional and innovative findings, methods and implementations. Aim projectThe project has started in June 2017 and will last for three years. Twelve partners from seven European countries work together on this project to achieve the following goal: “Transformation of neighbourhoods in a child-friendly way to increase the quality of life for all citizens.”Role BUasBUas is Work Package leader of ‘Capacity building’. This includes sharing the lessons learned from Metamorphosis with cities and countries who are not directly involved in the project. Another important part of this Work Package is developing didactic materials in order to implement the gained knowledge from the project in curricula of educational institutes.