Collaborative Mixed Reality Environments (CMREs) enable designing Performative Mixed Reality Experiences (PMREs) to engage participants’ physical bodies, mixed reality environments, and technologies utilized. However, the physical body is rarely purposefully incorporated throughout such design processes, leaving designers seated behind their desks, relying on their previous know-how and assumptions. In contrast, embodied design techniques from HCI and performing arts afford direct corporeal feedback to verify and adapt experiential aesthetics within the design process. This paper proposes a performative prototyping method, which combines bodystorming methods with Wizard of Oz techniques with a puppeteering approach, using inside-out somaesthetic- and outside-in dramaturgical perspectives. In addition, it suggests an interdisciplinary vocabulary to share and evaluate PMRE experiences during and after its design collaboration. This method is exemplified and investigated by comparing two case studies of PMRE design projects in higher-art education using the existing Social VR platform NEOS VR adapted as a CMRE.
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Created for the 2019 Prague Quadrennial’s 36Q°, Blue Hour VR was a site-responsive mixed reality performative installation that placed the spectator, as experiencer, within a hybrid landscape of real- time three-dimensional computer graphics and 360-degree video. This article describes the design process, staging and experience of Blue Hour VR from the vantage point of its creators. Using a phenomenological perspective, the article discusses how Blue Hour VR staged presence and embodiment within an intermedial haptic experience. Blue Hour VR demonstrates how virtual reality technology can be harnessed by a mixed reality performance design, which includes both the material and virtual environment, creating a complex stratigraphy of intermedial textures and visual dramaturgies that co-exist inside, outside and in between perceptual realities. In doing so, the article aims to contribute to the limited body of work on mixed and virtual reality in the context of theatre and performance design.
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Picture books with characters that promote healthy eating are increasingly being used to make this behavior more attractive. The first aim of this study was to investigate whether the effect of vegetable promoting picture books on toddlers' vegetable consumption differed according to the reading style and the use of a hand puppet during reading. The second aim was to investigate whether these effects were mediated by toddlers’ narrative involvement and character imitation. In a 2 (reading style: interactive vs. passive) x 2 (puppet use: with vs. without puppet) between-subjects design, 163 toddlers (2e3 years) were randomly assigned to one of the four reading conditions. The story was about a rabbit that loves to eat carrots. After the fourth reading day, the eating task was conducted in which children could eat freely from four different snacks, including carrots. The main finding was that interactive reading produced the greatest carrot consumption. The explanation for this effect was that interactive reading stimulated toddlers to imitate poses of the book characters, even more when interactive reading was supported by the use of a hand puppet. The findings underline that young children should be actively involved with health interventions in order for them to be effective.
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Democracy is still organized according to an ancient model. Democracy has become a tradition where populists feel at home. Real politicians (game changers) must also dress up as puppets, so that they too can enter the populist political puppet show with one-liners and clinchers during election time. Technology could help liberate democracy from tradition and thus from populism: digital voting per theme. In the Netherlands almost all have one or more themes that are important for the future of our country, our continent and / or our planet. Or maybe a combination: digital voting on themes and 1 vote for or against a profiled politician?
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Introduction Physical activity levels of children with disabilities are low, as these children and their parents face a wide variety of both personal and environmental barriers. Behavior change techniques support pediatric physical therapists to address these barriers together with parents and children. We developed the What Moves You?! intervention Toolkit (WMY Toolkit) filled with behavioral change tools for use in pediatric physical therapy practice. Objective To evaluate the feasibility of using the WMY Toolkit in daily pediatric physical therapy practice. Methods We conducted a feasibility study with a qualitative approach using semi-structured interviews with pediatric physical therapists (n = 11). After one day of training, the pediatric physical therapists used the WMY Toolkit for a period of 9 weeks, when facilitating physical activity in children with disabilities. We analyzed the transcripts using an inductive thematic analysis followed by a deductive analysis using a feasibility framework. Results For acceptability, pediatric physical therapists found that the toolkit facilitated conversation about physical activity in a creative and playful manner. The working mechanisms identified were in line with the intended working mechanisms during development of the WMY Toolkit, such as focusing on problem solving, self-efficacy and independence. For demand, the pediatric physical therapists mentioned that they were able to use the WMY Toolkit in children with and without disabilities with a broad range of physical activity goals. For implementation, education is important as pediatric physical therapists expressed the need to have sufficient knowledge and to feel confident using the toolkit. For practicality, pediatric physical therapists were positive about the ease of which tools could be adapted for individual children. Some of the design and materials of the toolkit needed attention due to fragility and hygiene. Conclusion The WMY Toolkit is a promising and innovative way to integrate behavior change techniques into pediatric physical therapy practice.
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VTB (Verbreding Techniek Basisonderwijs), het programma van het Platform Bèta Techniek dat zich richt op het primair onderwijs, is in 2004 een project gestart op de pabo gericht op de versterking van techniek. Het gaat ons in dit artikel vooral om de factoren die bijdroegen aan (eventueel) succes, de knelpunten, en uitdagingen voor verduurzaming. Hebben de projecten hun doelstellingen gerealiseerd? Zo ja: wat droeg dear wezenlijk aan bij? Zo nee: wat bleken de knelpunten te zijn? En: zijn we nu klaar met de invoering van wetenschap & techniek op de pabo of valt er nog wat te doen? Zijn er lessen te trekken wear (andere) pabo's hun voordeel mee kunnen doen?
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Contemporary social work is subjected to ongoing questions in terms of its effectiveness and accountability. It appears to be problematic for social workers to defend themselves in a proper manner. When they do so, they often seem to rely primarily on a rhetoric of good intentions and are thus unable to constructively asses the underlying principles of their work. These considerations have prompted the research outline that is presented in this paper.
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The scope of technology has expanded towards areas such as sports and vitality, offering significant challenges for engineering designers. However, only little is known about the underlying design and engineering processes used within these fields. Therefore, this paper aims to get an indepth understanding of these type of processes. During a three-day design competition (Hackathon), three groups of engineers were challenged to develop experience-able prototypes in the field of sports and vitality. Their process was monitored based on the Reflective Transformative Design process (RTD-process) framework, describing the various activities part of the design process. Groups had to keep track of their activities, and six group reflection-sessions were held. Results show that all groups used an open and explorative approach, they frequently swapped between activities, making them able to reflect on their actions. While spending more time on envisioning and creating a clear vision seem to relate to the quality of the design concept.
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Handreiking van het Lectoraat Goede Onderwijspraktijken aan de Educatieve Academie van Hogeschool Viaa, om het debat over leren in de wereld te stimuleren. Dit doet het lectoraat door de kennis en ervaringen te delen vanuit de vraag hoe leren en de wereld samengaan in levenswaardig leren. Met deze handreiking wil het lectoraat het gesprek op de scholen over hun visie op goed onderwijs en leren stimuleren in verbinding met de wereld. Uit onderzoeken en praktijkervaring is het beeld ontstaan dat de onderwijspraktijk en de wereld waarin het onderwijssysteem haar plaats heeft, lang niet altijd met elkaar in verbinding staan. Steeds meer kinderen vallen uit op school en het aantal jonge thuiszitters neemt toe (Mulckhuyse & Paalman-Dijkenga, 2023). In een wereld die razendsnel verandert op zoveel verschillende dimensies, lijkt het ondoenlijk voor het onderwijs om te volgen en op tijd een passend antwoord te formuleren. De vraag dringt zich op of het onderwijs zoals dat nu georganiseerd is, nog past bij de snel veranderende samenleving. Het lectoraat wil vanuit een nieuw kader kijken naar het onderwijs en dit meer in verbinding brengen met de snel veranderende wereld. Het doel is voorwaarden te scheppen om levenswaardig leren te creëren waarmee het kind, de jongere en de wereld geholpen zijn.
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The advent of information and communication technologies (ICTs) has had and is having a major impact on Indonesian cultural resource management, and on the safeguarding methods of its tangible and intangible cultural heritages. Despite varied levels and visible gaps between rural and urban regions in terms of technology usage, innovative initiatives have been created, which correspond to the needs and expectations of a technology-savvy public. As a starting point, a number of public institutions dealing with tangible cultural heritage (e.g. museums, palaces, temples, World Heritage Sites (WHS) do use innovative digital tools in order to communicate to various audiences, as well as to enrich visitors' experience, especially taking into consideration young generations. This paper will firstly examine the role of ICTs in intangible cultural heritage (ICH) (e.g. Batik, Wayang puppet theatre, etc.); secondly, the authors will explain how ICTs can help to communicate and promote the values, history, and significances of ICH products, both for locals and tourists, with the goal of raising awareness on cultural identity. However, the knowledge of ICH still requires contacts with its own communities and is vulnerable, as it can be exposed to excessive cultural commoditization through e-platforms. This study aims at giving an overview and some examples of digital interventions for cultural heritage communication implemented by various stakeholders in Indonesia. In addition, this paper analyses to what extent a participatory approach engaging local communities, academics, private sectors, NGOs and the government, can ensure higher levels of effectiveness and efficiency, hence supporting the conservation of UNESCO tangible/ICH in Indonesia. This paper aims at: (1) presenting the development of digital heritage platforms in Indonesia; (2) providing a grid of analysis of digital heritage knowledge platforms dedicated to UNESCO tangible and ICH in forms of websites and mobile apps.
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