Sportverenigingen in Nederland dragen bij aan een gezonde leefstijl, sociale cohesie en inclusieve sportdeelname. Ondanks dat de sportparticipatie toeneemt, hebben de clubs het moeilijk om hun ledental op peil te houden. Diverse ontwikkelingen spelen daarbij een rol. De focus van het onderzoek in dit proefschrift richt zich op twee maatschappelijke ontwikkelingen, ‘individualisering’ en ‘digitalisering’. In zeven studies wordt antwoord gegeven op twee onderzoeksvragen: 1) hoe het clubgevoel van leden van sportvereniging kan worden geconceptualiseerd in termen van definitie, voorspellers en opbrengsten en 2) hoe sociaalnetwerksites van sportverenigingen kunnen bijdragen het ontwikkelen van het clubgevoel van leden? Die studies vormen samen een multimethode onderzoek. Resultaten laten zien dat clubgevoel verwijst naar de gevoelsband van leden met hun club op basis van participatie, relevantie en de sociale wereld van de club. Clubgevoel hangt samen met bindingsaspecten zoals de intentie om je in te zetten voor de club en te blijven. Sociaalnetwerksites van sportverenigingen kunnen helpen om dit clubgevoel te ontwikkelen, bij voorkeur door de kanalen in te zetten voor informatie en interactie over de club, de sport en de leden. De online kanalen vormen samen de virtuele community van de vereniging die, afhankelijk van de aanpak door de club en de leden, verschillende verschijningvormen kan hebben. Met hun virtuele community bieden sportverenigingen, naast de accommodatie, ook een ónline ontmoetingsplek voor sport en andere activiteiten waarmee ze het clubgevoel onder hun leden kunnen bevorderen. Met dit proefschrift geeft Nanny Kuijsters inzichten voor de ontwikkeling van virtuele community’s voor verenigingen, professionals en geïnteresseerden in de georganiseerde sport.
The After-Action Review (AAR) in Virtual Reality (VR) training for police provides new opportunities to enhance learning. We investigated whether perspectives (bird’s eye & police officer, bird’s eye & suspect, bird’s eye) and line of fire displayed in the AAR impacted the officers’ learning efficacy. A 3 x 2 ANOVA revealed a significant main effect of AAR perspectives. Post hoc pairwise comparisons showed that using a bird’s eye view in combination with the suspect perspective elicits significantly greater learning efficacy compared to using a bird’s eye view alone. Using the line of fire feature did not influence learning efficacy. Our findings show that the use of the suspect perspective during the AAR in VR training can support the learning efficacy of police officers.Practitioner summary: VR systems possess After-Action Review tools that provide objective performance feedback. This study found that reviewing a VR police training scenario from the bird’s eye view in combination with the suspect perspective enhanced police officers’ learning efficacy. Designing and applying the After-Action Review effectively can improve learning efficacy in VR.
Obesity is a fast growing societal threat, causing chronic conditions, physical and psychological health problems, as well as absenteeism and large healthcare costs. Despite numerous attempts to promote physical activity and healthy diet, existing interventions do not focus on often occurring emotional causes of obesity. There is a need for self-management support of this vulnerable target group: emotional eaters. This paper presents the results of the design case study focusing on a holistic development of a personalised virtual mHealth coach that provides self-management training ‘Denk je zèlf!’ (Dutch for ‘Develop a wise mind and counsel yourself’). Target group are young adults with emotional eating disorder and obesity. The contextual inquiry study was conducted to get insights into the needs and experiences of the target users, including interviews and questionnaires with emotional eaters, obesity treatment patients and healthcare practitioners. Personas and user stories were derived from these results and translated into a new ‘Denk je zèlf!’ virtual coach, based on Dialectical Behaviour Therapy and experience sampling measures to capture user experience and emotional state. This paper makes two main contributions: (a) combining holistic design with behaviour therapy in one virtual mHealth coaching application for emotional eaters; (b) applying Personas to guide the design. Preliminary results suggest that an online self-management training might be useful for the target group. Future research will be aimed at iterative evaluation and further development of the dialectical dialogues for the virtual coach and content for the education and instruction modules.
The key goal was to further develop, secure and disseminate knowledge and concepts concerning the role of high realism in Virtual Reality. It followed the Digital Media Concept professorship to create and examine the effects of high quality worlds and characters in VR. Key focus was on the effect of high versus low realism in (existing and non-existing) digital environments as well as digital characters and avatars (digital representations of human users) and embodied agents (digital representations of computer programs that have been designed to interact with, or on behalf of, a human). This means on the one hand getting better equipment and skills to digitize and create high realistic avatars in VR. And on the other hand this means that a better understanding of the concept of realism and quality is needed. This encompasses a whole range of terms that varies from realistic resemblance, to high fidelity appearance and (real-time interactive and authentic) behaviour based on high AI programming. Research showed that very important is congruency in realism between elements within a VR world. Furthermore it showed that high realism is not always needed to stimulate ‘real’ (VR) behaviour. High immersive experiences and impulse behaviour also functions in virtual environments that have lower levels of realism. Studies have been conducted within the field of health, entertainment, advertising, architecture and journalism. An example is the VR game Descend, see link (used to examine the effect of realism through resemblance).Partners: Radboud University, Enversed, Stanford University, University of Oregon, Cornell University, several companies