Introduction:A space’s atmosphere is an important factor in how that space is experienced. In fact, festival visitors consider the atmosphere as the most important factor in how they experience a festival (Van Vliet 2012). Atmosphere is also what distinguishes physical shops from online web shops (Van Vliet, Moes & Schrandt 2015). Much research underlines the influence of atmosphere on cognitive and emotional processes. As early as 1956, research showed that an assessment of facial expressions in photographs depended on the atmosphere of the space in which the photos were viewed (Maslow & Mintz 1956). The importance of atmosphere inspired the search for ways to influence visitors and allowing them to react to, and even (co-)design, a space’s atmosphere – from museum spaces (Noordegraaf 2012) to urban spaces, from consciously-manipulated spaces to the now inevitable layer of digital information that has entered the public sphere (Mitchell 2005). Researchers have been studying the influence of atmosphere for decades, particularly through the lens of environmental psychology, which focuses on the interplay between humans and their environment (Mehrabian & Russell 1974; Steg, Van den Berg & De Groot 2012). A milestone in atmosphere research was the introduction of the concept of ‘atmospherics’ by Kotler (1973). From here, research into atmosphere mainly took place in the context of marketing research into consumer behaviour in shops and service environments such as restaurants, hotels, museums and festivals (Van Vliet 2014). The question here is whether these gathered insights contribute to understanding how atmosphere works in open public spaces.
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Lighting in video games is used to set moods and atmosphere, or can serve as a gameplay tool. This paper examines the effects lighting concepts can have on a virtual game environment on the players’ navigation within the game. Previously known lighting concepts were tested in a virtual environment to determine if they have a similar effect on the perception of the presented virtual space as they do in real life, as well as the effect they have on the navigational behavior of players. In a game-experiment with 50 male participants we show that the previously known lighting concepts apply to the virtual environment in a similar manner as they do in real life, although the effects on the navigational behavior of the participants remain inconclusive.
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We explore the role of restaurants and food events in promoting local and regional gastronomy in the Minho region in Northern Portugal. Interviews with restaurant owners and event organizers in this mainly rural region reveal that innovation is driven mainly by changing consumer tastes, but also con-strained by consumer expectations of low prices. Restaurants maintain a family-run structure, also due to a lack of human resources. The main thrust of innovation lies in creating a convivial atmosphere, but there is less emphasis on locally produced food ingredients. In the long run this may undermine the regional food culture and its authenticity, despite the perceived importance of tradition.
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In their attempts to offer visitors meaningful experiences in historical churches, museums are increasingly experimenting with augmented reality. Arguing that an augmented reality experience should be counted as a material event in its own right, I focus on the aesthetic strategies employed in two augmented reality experiences. The first is an augmented virtuality installation that was presented in the Old Church in Amsterdam (Netherlands). The second concerns a HoloLens experience hosted by St. Peter’s Church in Leuven (Belgium). Drawing on the work of Gernot Böhme (2017) and undertaking a sensory auto-ethnography, I demonstrate how bodily sensations in these augmented reality experiences altered my affective involvement with the church spaces. I found that strategies of defamiliarisation and fragmentation affected my disposition, effectively personalising the perceptional relationship between the church as an authoritative institution and myself in the role as the visitor. Building on recent discussions on museums’ function in society, I also discuss the potential of augmented reality experiences to play on a multitude of meanings, and particularly, in staging dispositions that move away from universal truths.
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Building on the metaphor of teachers as “knowing locations,” this contribution explores how teachers impact the socio-material learning environments. We illustrate how they influence teaching/learning making by zooming into two distinct settings: secondary school educational labs (E-labs) and art academy workshops. E-labs, with their clean, standardized, and technology-focused design, often hinder hands-on exploration due to restrictive material use and limited teacher involvement. Art academy workshops are richly personalized by technicians whose personal and pedagogical considerations deeply shape the learning atmosphere, either encouraging or deterring student engagement. By revealing the continuum of teachers’ influence on shaping socio-material relations within learning environments, we not only expose their role as ‘knowing locations”, but also emphasize the complex interplay between space, pedagogy, and embodied knowledge practices, in short, the ontological multiplicities of learning environments. We contribute to raising teacher’s critical spatial literacy.
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The establishment of new housing initiatives for older people begins with the participation of (future) residents. This study explored how participation is experienced by both facilitators and (future) residents and what lessons are learned regarding the facilitation of meaningful participation. Participation was studied through semi-structured interviews and focus group sessions from the perspective of 34 (future) residents and facilitators involved in participation processes in a diverse set of four housing projects from the Netherlands. The results focused on three phases: the initiation phase, the concepting and development phase, and the transition towards an established form of group housing. From the outset of such processes, it was important to involve all relevant stakeholders and to create a shared vision about the participation process. Discussions in small groups, the use of references, creative elements, and the creation of the right atmosphere were experienced as valuable during the concepting and design phase. In the third phase, the role of the organisation and residents needed to be discussed again. Participation should be a continuous process, during which trust, communication and having an open attitude are key. This study showed how innovative approaches can contribute to the creation of an environment in which older people can impact the actual design of housing, and make it more inclusive. Original article at: https://doi.org/10.3390/buildings12030367 © 2022 by the authors. Licensee MDPI.
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Background: The importance of clarifying goals and providing process feedback for student learning has been widely acknowledged. From a Self-Determination Theory perspective, it is suggested that motivational and learning gains will be obtained because in well-structured learning environments, when goals and process feedback are provided, students will feel more effective (need for competence), more in charge over their own learning (need for autonomy) and experience a more positive classroom atmosphere (need for relatedness). Yet, in spite of the growing theoretical interest in goal clarification and process feedback in the context of physical education (PE), little experimental research is available about this topic. Purpose: The present study quasi-experimentally investigated whether the presence of goal clarification and process feedback positively affects students’ need satisfaction and frustration. Method: Twenty classes from five schools with 492 seventh grade PE students participated in this quasi-experimental study. Within each school, four classes were randomly assigned to one of the four experimental conditions (n = 121, n = 117, n = 126 and n = 128) in a 2 × 2 factorial design, in which goal clarification (absence vs. presence) and process feedback (absence vs. presence) were experimentally manipulated. The experimental lesson consisted of a PE lesson on handstand (a relatively new skill for seventh grade students), taught by one and the same teacher who went to the school of the students to teach the lesson. Depending on the experimental condition, the teacher either started the lesson explaining the goals, or refrained from explaining the goals. Throughout the lesson the teacher either provided process feedback, or refrained from providing process feedback. All other instructions were similar across conditions, with videos of exercises of differential levels of difficulty provided to the students. All experimental lessons were observed by a research-assistant to discern whether manipulations were provided according to a condition-specific script. One week prior to participating in the experimental lesson, data on students’ need-based experiences (i.e. quantitatively) were gathered. Directly after students’ participation in the experimental lesson, data on students’ perceptions of goal clarification and process feedback, need-based experiences (i.e. quantitatively) and experiences in general (i.e. qualitatively) were gathered. Results and discussion: The questionnaire data and observations revealed that manipulations were provided according to the lesson-scripts. Rejecting our hypothesis, quantitative analyses indicated no differences in need satisfaction across conditions, as students were equally satisfied in their need for competence, autonomy and relatedness regardless of whether the teacher provided goal clarification and process feedback, only goal clarification, only process feedback or none. Similar results were found for need frustration. Qualitative analyses indicated that, in all four conditions, aspects of the experimental lesson made students feel more effective, more in charge over their own learning and experience a more positive classroom atmosphere. Our results suggest that under certain conditions, lessons can be perceived as highly need-satisfying by students, even if the teacher does not verbally and explicitly clarify the goals and/ or provides process feedback. Perhaps, students were able to self-generate goals and feedback based on the instructional videos.
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At this critical moment in time, April 2020, when we are living with the cataclysmic event of Covid-19, television – a medium declared almost dead at the beginning of this millennium – has become a vital resource for solace, daydreaming, social ritual, knowledge and storytelling. In conditions of lockdown, we turn towards television, not away from it (Ellis, 2020; Negra, 2020). We are checking news on national channels, and tuning to live broadcasting for campaigns to help the health services and communities in need, such as with the globally broadcast One World: Together At Home special. We are curling up on the sofa to engage with gripping drama, like Ozark streaming on Netflix, re-watching favourite series from the beginning, such as Buffy or Breaking Bad, and taking part in television quiz shows like Pointless, even watching repeats, to recreate a pub quiz atmosphere in the living room. On a darker note, we are also overloaded with corona news; the ritual evening news bulletin can be a source of anxiety and a cause of sleeplessness. Television infrastructure can break down, from broken satellite dishes to lost remote controls, which are tricky to fix when technicians are not so readily available to help; and television can be an economic burden. The cost of streaming Breaking Bad can push the limits of monthly contracts and data packages. Television both lightens and darkens the mood of domestic spaces and social relations in lockdown culture.
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Background: On two Care Innovation Units in the Netherlands, staff, students and Lecturer Practitioners work intensively together to provide care, create a rich learning environment, and to foster innovation and research. In striving to advance the quality of care and to develop person centred cultures a preference is given to participative forms of research in which diverse experiences and different types of knowledge are valued. Aims and Objectives: The research described here had two overarching aims: the improvement of practice situations and the encouragement of the integration of work and learning. This article focuses on our actions and learning with respect to fostering participation during this project. Design and methods: Within the action research methodology used, participative work-forms and research methods were chosen. For example, a responsive approach to evaluation of practice, use of narratives and the stimulation and use of creativity to help in exploring and sharing feelings, values and different forms of knowledge. In this article we use Arnstein's ladder of citizen participation to frame our reflection on enabling participation within this project. Results Participation took various forms and vacillated throughout the project. In addition to particular facilitation strategies, four factors emerged as influential in enabling or inhibiting aspects of participation among stakeholders: individual motivations and interests, the make-up of and atmosphere within the group, and the time made available to engage in research activities. Conclusions Participation in research is both more complex and dynamic than Arnstein's typology suggests. Moving 'up' the ladder may not be appropriate as a goal in and of itself. Instead, meeting and responding to each other's situations, as stakeholders, seems a more appropriate focus. Taking responsibility, as facilitator, for certain research activities, can free other participants to focus on elements which interest them and from which they derive satisfaction.
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