Chapter 17 in 'Challenging Bias in Forensic Psychological Assessment and Testing - Theoretical and Practical Approaches to Working with Diverse Populations'.
Physical inactivity has become a major public health concern and, consequently, the awareness of striving for a healthy lifestyle has increased. As a result, the popularity of recreational sports, such as running, has increased. Running is known for its low threshold to start and its attractiveness for a heterogeneous group of people. Yet, one can still observe high drop-out rates among (novice) runners. To understand the reasons for drop-out as perceived by runners, we investigate potential reasons to quit running among short distance runners (5 km and 10 km) (n = 898). Data used in this study were drawn from the standardized online Eindhoven Running Survey 2016 (ERS16). Binary logistic regressions were used to investigate the relation between reasons to quit running and different variables like socio-demographic variables, running habits and attitudes, interests, and opinions (AIOs) on running. Our results indicate that, not only people of different gender and age show significant differences in perceived reasons to quit running, also running habits, (e.g., running context and frequency) and AIOs are related to perceived reasons to quit running too. With insights into these related variables, potential drop-out reasons could help health professionals in understanding and lowering drop-out rates among recreational runners
This demo is the first outcome of the research project VR for Diversity. The theoretical backgrounds for the project are shortly discussed and the concept for Amelia’s Dream is presented. Amelia’s Dream is a VR experience that is filmed using volumetric video capture technology, in which a young woman shares some of her dreams and concerns, relating to issues of gender equality. Focusing on how parasocial and physical interaction may impact the persuasive effects of VR, the research plan shortly elaborates on how the installation will be used for experimental studies into the possibilities of VR as a perspective shifter.
A research theme examining diversity and inclusion in video games, using an intersectional perspective and typically addressing issues related to the representation of gender, race, and LGBTQ+ people, but also touching broader topics such as class, age, geographic privilege, physical and neurodiversity, the (unevenly distributed) impacts of the climate crisis, and other aspects of identity.
The PANTOUR consortium builds on previous knowledge and tools produced by the Blueprint for Sectoral Skills project/NTG Alliance and will develop new tools and methodology to address strategic and sustainable approaches and cooperation between vocational education, training, higher education, enterprises of the tourism sector, looking to boost innovation in Europe (in tourism, leisure and hospitality).Societal IssueThe aim of this project is to map and bridge the existing skills gaps in Green, Social and Digital skills of workforce in tourism, leisure and hospitality.Benefit to societyMaking lifelong learning and mobility a reality, developing innovative learning solutions and promoting inclusiveness and access to education. Promoting active citizenship, building equal opportunities and addressing gender equality, diversity and inclusiveness in targeted actions.The consortium aims especially at designing innovative and cooperative solutions to address skills needs in the tourism ecosystem, with the development of outputs such as: the Sectoral Skills Intelligence Monitor, the Tourism Skills Lab, Resource Books for Trainers, the implementation of the National Skills Groups, a Skills Strategy Plan for 2026-2036, among others. With the exploitation of its outputs, PANTOUR seeks to benefit job seekers, unemployed and employed workers from the industry, employers, SMEs and micro entrepreneurs, dedicating a special attention in reskilling and upskilling the workforce on future skills needs in digital, green and social skills.The number of people benefiting from this proposal will be over 10 million that work across the tourism and leisure sector in Europe.The consortium is a multi-disciplinary partnership which comprises 13 European partners: Industry Partners and Tourism Sector Representatives, Universities and Transnational partners. Project lead is CEHAT (Spain). The other partners are GESTLABOR (Spain), Turismo de Portugal (Portugal), Zangador Research Institute (Bulgaria), Technological University Dublin (Ireland), Federturismo Confindustria (Italy), VIMOSZ (Hungary), European Tourism Association ETOA (Transnational), Satakunta University of Applied Sciences (Finland), Ruraltour (Transnational), Landurlaub (Germany), University of the Aegan (Greece).
Er bestaat groeiende belangstelling bij musea, goede doelen en grote festivals voor Virtual Reality. Deze instellingen hebben vaak interesse voor complexere interactieve VR-installaties met een duidelijke persuasieve intentie, zoals attitude- of gedragsverandering bij het publiek. Dit onderzoeksvoorstel richt zich op de ontwikkeling van een ‘grammatica’ voor het ontwerpen van interactieve VR installaties die zich richten op ‘reflection’ en ‘persuasion’. Uitgangspunt daarvoor is het ‘model for dimensions of interaction in VR’ dat in een eerder Raak MKB project is ontwikkeld. Het model beschrijft vier verschillende vormen van interactie in VR. Met dit onderzoek wordt een belangrijke nieuwe stap gezet door het conceptuele model te concretiseren en te onderzoeken in hoeverre deze ingezet kunnen worden voor de doelen persuasion en reflection. In hoeverre kunnen interactieve design elementen bijdragen aan het effect van VR als ‘perspective shifter’? In Fase 1 wordt het conceptuele model ingekleurd door een analyse van interactie strategieën in bestaande VR-installaties. De analyse van de installaties wordt vergezeld door interviews met de makers waarbij gevraagd wordt naar hun motief voor de implementatie van deze interactieve elementen en hun reflectie daarop. In Fase 2 worden de aldus verkregen inzichten en hypothesen gekoppeld aan theorie over media effecten, toewerkend naar een format voor VR als perspective shifter. Dit format vormt de basis voor Fase 3, waarin in samenwerking met kennispartners een concept voor een VR installatie met het thema VR for Diversity wordt ontwikkeld. Deze installatie wordt geproduceerd door één van de consortiumpartners en zal ingezet worden voor een serie experimenten waarmee wordt nagegaan hoe VR als perspective shifter kan dienen en welke rol interactieve (verhaal)elementen daarbij kunnen spelen. Parallel aan het onderzoekstraject worden experts meetings en workshops georganiseerd en zal de verkregen kennis worden bestendigd binnen onderwijsafdelingen aan de Hogeschool van Amsterdam en Hogeschool voor de Kunsten in Utrecht.