Vegetables have low taste intensities, which might contribute to low acceptance. The aim of this study was to investigate the effect of taste (sweetness, sourness, bitterness, umami, and saltiness) and fattiness enhancement on consumer acceptance of cucumber and green capsicum purees. Three concentrations of sugar, citric acid, caffeine, mono-sodium glutamate, NaCl, and sunflower oil were added to pureed cucumber and green capsicum. Subjects (n = 66,35.6 ± 17.7 y) rated taste and fattiness intensity. Different subjects (n = 100, 33.2 ± 16.5 years) evaluated acceptance of all pureed vegetables. Taste intensities of vegetable purees were significantly different (P < 0.05) between the three tastant concentrations except for umami in both vegetable purees, sourness in green capsicum puree, and fattiness in cucumber puree. Only enhancement of sweetness significantly (P < 0.05) increased acceptance of both vegetable purees compared to unmodified purees. In cucumber purees, relatively small amounts of added sucrose (2%) increased acceptance already significantly, whereas in green capsicum acceptance increased significantly only with addition of 5% sucrose. Enhancement of other taste modalities did not significantly increase acceptance of both vegetable purees. Enhancing saltiness and bitterness significantly decreased acceptance of both vegetable purees. We conclude that the effect of taste enhancement on acceptance of vegetable purees differs between tastants and depends on tastant concentration and vegetable type. With the exception of sweetness, taste enhancement of taste modalities such as sourness, bitterness, umami, and saltiness was insufficient to increase acceptance of vegetable purees. We suggest that more complex taste, flavor, or texture modifications are required to enhance acceptance of vegetables.
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Background: The emergence of smartphones and wearable sensor technologies enables easy and unobtrusive monitoring of physiological and psychological data related to an individual’s resilience. Heart rate variability (HRV) is a promising biomarker for resilience based on between-subject population studies, but observational studies that apply a within-subject design and use wearable sensors in order to observe HRV in a naturalistic real-life context are needed. Objective: This study aims to explore whether resting HRV and total sleep time (TST) are indicative and predictive of the within-day accumulation of the negative consequences of stress and mental exhaustion. The tested hypotheses are that demands are positively associated with stress and resting HRV buffers against this association, stress is positively associated with mental exhaustion and resting HRV buffers against this association, stress negatively impacts subsequent-night TST, and previous-evening mental exhaustion negatively impacts resting HRV, while previous-night TST buffers against this association. Methods: In total, 26 interns used consumer-available wearables (Fitbit Charge 2 and Polar H7), a consumer-available smartphone app (Elite HRV), and an ecological momentary assessment smartphone app to collect resilience-related data on resting HRV, TST, and perceived demands, stress, and mental exhaustion on a daily basis for 15 weeks. Results: Multiple linear regression analysis of within-subject standardized data collected on 2379 unique person-days showed that having a high resting HRV buffered against the positive association between demands and stress (hypothesis 1) and between stress and mental exhaustion (hypothesis 2). Stress did not affect TST (hypothesis 3). Finally, mental exhaustion negatively predicted resting HRV in the subsequent morning but TST did not buffer against this (hypothesis 4). Conclusions: To our knowledge, this study provides first evidence that having a low within-subject resting HRV may be both indicative and predictive of the short-term accumulation of the negative effects of stress and mental exhaustion, potentially forming a negative feedback loop. If these findings can be replicated and expanded upon in future studies, they may contribute to the development of automated resilience interventions that monitor daily resting HRV and aim to provide users with an early warning signal when a negative feedback loop forms, to prevent the negative impact of stress on long-term health outcomes.
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The article on Marketingfacts reviews the book 'The 33 Best Influence Techniques from Advertising' by Marc Andrews, Rick van Baaren, and Matthijs van Leeuwen. The book provides an overview of 33 different influence techniques, ranging from classic methods like authority and scarcity to lesser-known concepts like astroturfing. It is written in an accessible style, richly illustrated with examples, and includes references for further research. The authors also apply various techniques in the book's design and presentation.
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Deze publicatie bevat de rede die Karel Jan Alsem gehouden heeft bij zijn installatie op 29 november 2013 als Lector Marketing/Marktgericht Ondernemen aan de Hanzehogeschool Groningen. Hij betoogt dat marketing een grotere strategische rol in organisaties zou moeten krijgen. Want marketing is bij uitstek de verbinding tussen klantwensen en het DNA van een organisatie. Doordat merken gemiddeld voor mensen niet heel belangrijk zijn, is goede branding en onderscheidende zichtbaarheid juist van belang. Met de groei van big data en het belang van onbewust gedrag, zullen vooral die marketeers in de toekomst succesvol zijn die de consument het beste begrijpen. Onderzoek is daarbij essentieel. Studenten zullen daarom meer moeten worden opgeleid met evidence-based marketing.
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Since it emerged in the early 2000's, intensive education about ‘how pain works’, widely known as pain neuroscience education or explaining pain, has evolved into a new educational approach, with new content and new strategies. The substantial differences from the original have led the PETAL collaboration to call the current iteration ‘Pain Science Education’. This review presents a brief historical context for Pain Science Education, the clinical trials, consumer perspective, and real-world clinical data that have pushed the field to update both content and method. We describe the key role of educational psychology in driving this change, the central role of constructivism, and the constructivist learning frameworks around which Pain Science Education is now planned and delivered. We integrate terminology and concepts from the learning frameworks currently being used across the PETAL collaboration in both research and practice—the Interactive, Constructive, Active, Passive framework, transformative learning theory, and dynamic model of conceptual change. We then discuss strategies that are being used to enhance learning within clinical encounters, which focus on the skill, will, and thrill of learning. Finally, we provide practical examples of these strategies so as to assist the reader to drive their own patient pain education offerings towards more effective learning. Perspective: Rapid progress in several fields and research groups has led to the emergence ‘Pain Science Education’. This PETAL review describes challenges that have spurred the field forward, the learning frameworks and educational strategies that are addressing those challenges, and some easy wins to implement and mistakes to avoid.
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Safety at work The objective of the project Safety at Work is to increase safety at the workplace by applying and combining state of the art artefacts from personal protective equipment and ambient intelligence technology. In this state of the art document we focus on the developments with respect to how (persuasive) technology can help to influence behaviour in a natural, automatic way in order to make industrial environments safer. We focus on personal safety, safe environments and safe behaviour. Direct ways to influence safety The most obvious way to influence behaviour is to use direct, physical measures. In particular, this is known from product design. The safe use of a product is related to the characteristics of the product (e.g., sharp edges), the condition of people operating the product (e.g., stressed or tired), the man-machine interface (e.g., intuitive or complex) and the environmental conditions while operating the product (e.g., noisy or crowded). Design guidelines exist to help designers to make safe products. A risk matrix can be made with two axis: product hazards versus personal characteristics. For each combination one might imagine what can go wrong, and what potential solutions are. Except for ‘design for safety’ in the sense of no sharp edges or a redundant architecture, there is a development called ‘safety by design’ as well. Safety by design is a concept that encourages construction or product designers to ‘design out’ health and safety risks during design development. On this topic, we may learn from the area of public safety. Crime Prevention Through Environmental Design (or Designing Out Crime) is a multi-disciplinary approach to deterring criminal behaviour through environmental design. Designing Out Crime uses measures like taking steps to increase (the perception) that people can be seen, limiting the opportunity for crime by taking steps to clearly differentiate between public space and private space, and promoting social control through improved proprietary concern. Senses Neuroscience has shown that we have very little insight into our motivations and, consequently, are poor at predicting our own behaviour. It seems emotions are an important predictor of our behaviour. Input from our senses are important for our emotional state, and therefore influence our behaviour in an ‘ambient’ (invisible) way. The first sense we focus on is sight. Sight encompasses the perception of light intensity (illuminance) and colours (spectral distribution). Several researchers have studied the effects of light and colour in working environments. Results show, e.g., that elderly people can be helped with higher light levels, that cool colours like blue and green have a relaxing effect, while long-wavelength colours such as orange and red are stimulating and give more arousal, and that concentration and motivation of pupils at school can be influenced with light and colour settings. Identically, sound (hearing) has physiological effects (unexpected sounds cause extra cortisol -the fight or flight hormone- and the opposite for soothing sounds), psychological effects (sounds effect our emotions), cognitive effects (sounds effect our concentration) and behavioural effects (the natural behaviour of people is to avoid unpleasant sounds, and embrace pleasurable sounds). Smell affects 75% of daily emotions and plays an important role in memory, itis also important as a warning for danger (gas, burning smell). Research has shown that smell can influence work performance. Haptic feedback is a relative new area of research, and most studies focus on haptic feedback on handheld and automotive devices. Finally, employers have a duty to take every reasonable precaution to protect workers from heat stress disorders. Influence mechanisms: Cialdini To influence behaviour, we may learn from marketing psychology. Robert Cialdini states that if we have to think about every decision
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Background: Innovative technologies such as game consoles and smart toys used with games or playful approaches have proven to be successful and attractive in providing effective and motivating hand therapy for children with cerebral palsy (CP). Thus, there is an increased interest in designing and implementing interventions that can improve the well-being of these children. However, to understand how and why these interventions are motivating children, we need a better understanding of the playful elements of technology-supported hand therapy.Objective: This scoping review aims to identify the playful elements and the innovative technologies currently used in hand therapy for children with CP.Methods: We included studies that design or evaluate interventions for children with CP that use innovative technologies with game or play strategies. Data were extracted and analyzed based on the type of technology, description of the system, and playful elements according to the Lenses of Play, a play design toolkit. A total of 31 studies were included in the analysis.Results: Overall, 54 papers were included in the analysis. The results showed high use of consumer technologies in hand therapy for children with CP. Although several studies have used a combination of consumer technologies with therapeutic-specific technologies, only a few studies focused on the exclusive use of therapeutic-specific technologies. To analyze the playfulness of these interventions that make use of innovative technologies, we focused our review on 3 lenses of play: Open-ended Play, where it was found that the characteristics of ludus, such as a structured form of play and defined goals and rules, were the most common, whereas strategies that relate to paidia were less common. The most commonly used Forms of Play were physical or active form and games with rules. Finally, the most popular Playful experiences were control, challenge, and competition.Conclusions: The inventory and analysis of innovative technology and playful elements provided in this study can be a starting point for new developments of fun and engaging tools to assist hand therapy for children with CP.
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Huilen is de manier waarop een pasgeboren baby communiceert met zijn of haar omgeving. Met inzicht in redenen waarom pasgeborenen huilen, kunnen ouders hun handelen beter leren af te stemmen op de behoeftes van de baby. Het doel van dit artikel is om (1) inzicht te geven in vijf soorten babygeluiden diewijzen naar vijf verschillende fysieke behoeftes van de pasgeborene en om (2) de relatie te beschrijven tussen Dunstan Babytaal, de uitgangspunten van de Hanenmethode en voeding.Dunstan Babytaal onderscheidt in de voorfase van het huilen, voordat het luide ‘gefrustreerde’ huilen losbarst, vijf kenmerkende reflexgeluiden met ieder een heel specifieke betekenis. Er is een geluid voor honger hebben, moe zijn, een boertje moeten laten, darmkrampjes hebben of ongemak hebben aan dehuid (bijvoorbeeld een vieze luier, te warm, te koud) en/of overprikkeld zijn. Met behulp van Dunstan Babytaal kunnen de uitgangspunten van de Hanenmethodiek al vanaf de geboorte worden gevolgd; in de allereerste communicatie tussen ouder en kind. Bovendien kunnen ouders met Dunstan Babytaal signalen die hun baby afgeeft wanneer hij honger heeft of juist geen behoefte heeft aan voeding leren herkennen. Hiermee kunnen voedingsproblemen voorkomen worden. Logopedisten kunnen met kennis van Dunstan Babytaal een preventieve rol innemen op het gebied van voeding en interactie en ook kunnen zij betrokken zijn bij de allereerste fase van de communicatieve ontwikkeling.
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Financially vulnerable consumers are often associated with suboptimal financial behaviors. Evaluated financial education programs so far show difficulties to effectively reach this target population. In our attempt to solve this problem, we built a behaviorally informed financial education program incorporating insights from both motivational and behavioral change theories. In a quasi-experimental field study among Dutch financially vulnerable people, we compared this program with both a control group and a traditional program group. In comparison with the control group, we found robust positive effects of the behaviorally informed program on financial skills and knowledge and self-reported financial behavior, but not on other outcomes. Additionally, we did not find evidence that the behaviorally informed program performed better than the traditional program. Finally, we discuss the findings and limitations of this study in light of the financial education literature and provide implications for policymaking and directions for future research.
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The report from Inholland University is dedicated to the impacts of data-driven practices on non-journalistic media production and creative industries. It explores trends, showcases advancements, and highlights opportunities and threats in this dynamic landscape. Examining various stakeholders' perspectives provides actionable insights for navigating challenges and leveraging opportunities. Through curated showcases and analyses, the report underscores the transformative potential of data-driven work while addressing concerns such as copyright issues and AI's role in replacing human artists. The findings culminate in a comprehensive overview that guides informed decision-making in the creative industry.
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