Personal possessions of nursing home residents can contribute to their sense of home. This study investigated which of the personal belongings were considered most important, and if these items indeed contributed to a sense of home. A qualitative research was conducted with 27 nursing home residents. Photographs, paintings, and pieces of furniture are objects with sentimental value. The television set is valued for its practical function. Residents of larger rooms have more flexibility in bringing along personal items, including pieces of furniture. The results of this study can be used for the design of nursing homes or for making informed choices during the process of institutionalization.
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The Hungarian artist Judit Kis was one of the artists who gave a performance during Video Vortex #12 in Malta, in September 2019. This is where I was introduced to her very personal work. In the following months I engaged with her work and decided to approach her for an (email) interview. In an artistic sense, Judit Kis fits well into the ‘intermedia’ category. She produces videos (https://vimeo.com/user9166179), photo documentations (here her older Tumblr site), prints, paintings, ceramics, performances and installations consisting of blankets, lightboxes and bricks. She prints sentences on textile and engraves words into ceramic bricks (all in English). Titles of some of her video works: I have never happened, Detoxification, Dedication, Disillusion, Distance, I love you, and a confronting one: Enough.
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Introduction: Visuospatial neglect (VSN) is common after stroke and can seriously hamper everyday life. One of the most commonly used and highly recommended rehabilitation methods is Visual Scanning Training (VST) which requires a lot of repetition which makes the treatment intensive and less appealing for the patient. The use of eHealth in healthcare can increase options regarding improved treatment in the areas of patient satisfaction, treatment efficacy and effectiveness. One solution to motivational issues might be Augmented Reality (AR), which offers new opportunities for increasing natural interactions with the environment during treatment of VSN. Aim: The development of an AR-based scanning training program that will improve visuospatial search strategies in individuals affected by VSN. Method: We used a Design Research approach, which is characterized by the iterative and incremental use of prototypes as research instruments together with a strong human-centered focus. Several design thinking methods were used to explore which design elements the AR game should comply with. Seven patients with visuospatial neglect, eight occupational therapists, a game design professional and seven other healthcare professionals participated in this research by means of co-creation based on their own perspectives. Results: Fundamental design choices for an AR game for VSN patients included the factors extrinsic motivation, nostalgia, metaphors, direct feedback, independent movement, object contrast, search elements and competition. Designing for extrinsic motivation was considered the most important design choice, because due to less self-awareness the target group often does not fully understand and accept the consequences of VSN. Conclusion: This study produced a prototype AR game for people with VSN after stroke. The AR game and method used illustrate the promising role of AR tools in geriatric rehabilitation, specifically those aimed at increasing the independence of patients with VSN after stroke. 2020 The Authors. Publishing services by Elsevier B.V. on behalf of KeAi Communications Co. Ltd. This is an open access article under the CC BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/).
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Information about a research study on how data science and artificial intelligence can contribute to modern education aimed at identifying and developing talents of students. Het verslag is gepubliceerd onder de titel: Future skills of journalists and artificial intelligence in education
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This article analyzes how a city can generate instrumental, intrinsic, and institutional value from its event-related networks and platforms, based on the Hieronymus Bosch 500 program in the Dutch city of ‘s-Hertogenbosch (Den Bosch). Interviews with key stakeholders traced program dynamics over more than a decade to reveal processes of network and platform development, encapsulated in a conceptual model of strategic value creation. The results indicate that networks served to generate flows of resources, while programming helped develop platforms for knowledge generation and dissemination, helping to focus attention on the city. The Bosch 500 Foundation managing the program played an effective role in developing and supporting networks, which in turn generated significant short-term instrumental and intrinsic value. However, the failure to establish a sustainable city-wide platform related to the Bosch program caused institutional value destruction, which many saw as a missed opportunity. The study of networks and platforms can benefit from a longitudinal approach as well as a broader, contextual view of event networks.
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We set out to bring into being a Creative Methods issue to inform and support researchers, practitioners, educators, and those they serve. We did so with what William Blake called “a firm persuasion” (Whyte, 2001, p. 3), and in the process of expanding the vidence-base for creative methods in guidance and counselling we are affirmed that this is both essential and rewarding. In our call for papers, we identified a number of reasons that creative methods are essential to guidance and counselling; for instance, they reintroduce playfulness, which is an often-undervalued capacity of humans that can help create space to respond to serious questions. Creative methods also allow us to be less resistant to so-called “negative” feelings and they let us break rank with the rational linear thinking, planning, efficiency and goal-orientation that has dominated policy and some practice discourses. In essence, this has supressed the creative, sensory and feeling side of human needs and behaviours. Indeed a common theme that appeared in all the articles is the importance of making room for the affective, before connecting that with more cognitive articulations. “This is an Accepted Manuscript of an article published by Taylor & Francis in "British Journal of Guidance and Counselling" on 05/14/16, available online: https://doi.org/10.1080/03069885.2018.1442917. LinkedIn: https://www.linkedin.com/in/reinekke-lengelle-phd-767a4322/
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The interplay between sound and vision is a key determinant of human perception. With the development of Virtual Reality (VR) technologies and their commercial applications, there is emergent need to better understand how audio-visual signals manipulated in virtual environments influence perception and human behaviour. The current study addresses this challenge in simulated VR environments mirroring real life scenarios. In particular, we investigated the parameters that might enhance perception, and thus VR experiences when sound and vision are manipulated. A VR museum was created mimicking a real art gallery featuring Japanese paintings. Participants were exposed to the gallery via Samsung Gear VR, head mounted display, and could freely walk in. To half of the participants newly composed music clips were played, during the VR gallery visit. The other participants were exposed to the same environment, but no music was played (control condition). The results showed that music played altered the way people are engaged in, perceive and experience the VR art gallery. Opposite to our expectation, the VR experience was liked more when no music was played. The naturalness and presence were perceived to be relatively high, and did not differ significantly depending on whether music was played or not. Regression modelling further explored the relationship between the parameters hypothesised to influence the VR experiences. The findings are summarised in a theoretical model. The study outcomes could be implemented to successfully develop efficient VR applications for art and entertainment.
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For environmental governance to be more effective and transformative, it needs to enhance the presence of experimental and innovative approaches for participation. This enhancement requires a transformation of environmental governance, as too often the (public) participation process is set up as a formal obligation in the development of a proposed intervention. This article, in search of alternatives, and in support of this transformation elaborates on spaces where participatory and deliberative governance processes have been deployed. Experiences with two mediated participation methodologies – community art and visual problem appraisal – allow a demonstration of their potential, relevance and attractiveness. Additionally, the article analyzes the challenges that result from the nature of these arts-based methodologies, from the confrontational aspects of voices overlooked in conventional approaches, and from the need to rethink professionals’ competences. Considering current environmental urgencies, mediated participation and social imaginaries still demonstrate capacities to open new avenues for action and reflection.
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