Purpose Worldwide, there are 30 million people with dementia (PWD) in 2009 and 100 million in 2050, respectively.These numbers show the need for a change in care for PWD. Leisure is one of these care aspects. Leisure activities can support PWD in several ways: meeting basic needs, providing comfort and social interaction, and reducing boredom, agitation, and isolation. An exemplary activity targeted at meeting these needs is ‘De Klessebessers (KB)’ (The Chitchatters), which aims to stimulate social interaction among PWD and provide comfort with supporting technology. This is innovative since technology for PWD generally concentrates on safety and monitoring activities. The activity comprises a radio, television, telephone, and treasure box. Method This study’s focus follows from the original aim of the KB-designers; to stimulate social interaction. In a nursing home and day care centre, the KB game was played with different groups of PWD (n=21: 12 females, 9 males, mean MMSE=17, range 3-28). In the morning KB (with technology), and in the afternoon an activity called ‘Questiongame’ (without technology) were played for 45 minutes. These activities were played twice in a two-month period, and outcomes were compared in terms of impact on social interaction. Group sizes ranged from 3 to 8 PWD assisted by 1 or 2 activity therapists. Two researchers observed the players during the activity with the Oshkosh Social Behavior Coding (OSBC) scale, which encompasses both verbal and nonverbal social and nonsocial behaviour. These behaviours can have a person-initiated and otherinitiated character (quantitative study). A total of 6 activity therapists were interviewed on the KB afterwards (qualitative study). Results & Discussion The quantitative results showed significantly higher scores for KB for the total of social interaction compared to Questiongame. Most of the behaviour is other-initiated (activity therapist). PWD with a lower MMSE score showed more non-verbal behaviour. For PWD with a MMSE score below 7, there was no difference in social interaction between the two activities. According to the qualitative research, KB triggered more social interaction, since the movies and music were stimulating the players to initiate a conversation, to which other players responded. The results of this research correspond with earlier research, which concludes that leisure activities with technology can show positive results on well-being.
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Augmented Play Spaces (APS) are (semi-) public environments where playful interaction isfacilitated by enriching the existing environment with interactive technology. APS canpotentially facilitate social interaction and physical activity in (semi-)public environments. Incontrolled settings APS show promising effects. However, people’s willingness to engagewith APSin situ, depends on many factors that do not occur in aforementioned controlledsettings (where participation is obvious). To be able to achieve and demonstrate thepositive effects of APS when implemented in (semi-)public environments, it is important togain more insight in how to motivate people to engage with them and better understandwhen and how those decisions can be influenced by certain (design) factors. TheParticipant Journey Map (PJM) was developed following multiple iterations. First,based on related work, and insights gained from previously developed andimplemented APS, a concept of the PJM was developed. Next, to validate and refinethe PJM, interviews with 6 experts with extensive experience with developing andimplementing APS were conducted. Thefirst part of these interviews focused oninfluential (design) factors for engaging people into APS. In the second part, expertswere asked to provide feedback on thefirst concept of the PJM. Based on the insightsfrom the expert interviews, the PJM was adjusted and refined. The Participant JourneyMap consists of four layers: Phases, States, Transitions and Influential Factors. There aretwo overarchingphases:‘Onboarding’and‘Participation’and 6statesa (potential)participant goes through when engaging with an APS:‘Transit,’‘Awareness,’‘Interest,’‘Intention,’‘Participation,’‘Finishing.’Transitionsindicate movements between states.Influential factorsare the factors that influence these transitions. The PJM supportsdirections for further research and the design and implementation of APS. Itcontributes to previous work by providing a detailed overview of a participant journeyand the factors that influence motivation to engage with APS. Notable additions are thedetailed overview of influential factors, the introduction of the states‘Awareness,’‘Intention’and‘Finishing’and the non-linear approach. This will support taking intoaccount these often overlooked, key moments in future APS research and designprojects. Additionally, suggestions for future research into the design of APS are given.
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Seiring dengan kemajuan ilmu pengetahuan dan teknologi yang menjadi pusat perhatian dunia. Maka manusia dituntut untuk menciptakan peralatan-peralatan canggih untuk teknologi muktahir. Baik itu dalam bidang bisnis, perdagangan, kesehatan, militer, pendidikan, komunikasi dan budaya maupun bidang-bidang lainnya. Maka teknologi ini membawa perubahan pada peralatan-peralatan yang dulunya bekerja secara analog mulai dikembangkan secara digital, dan bahkan yang bekerjanya secara manual sekarang banyak dikembangkan secara otomatis, seperti kamera digital, handycam, dan sebagainya, dalam pembacaan pengukuran juga sudah dikembangkan ke dalam teknik digital. Contohnya perangkat Load Cell. Dan keuntungan menggunakan Load Cell adalah untuk mempermudah dalam pembacaan data untuk meminimalkan kesalahan dalam pembacaan data yang disebabkan adanya human error.Pada pemilihan Load Cell bertujuan untuk memilih kecocokan dalam membuat rancang bangun alat uji tarik kapasitas 3 ton, dimana dalam pemilihan ini kami memilih jenis load cell “S” karna alat yang kita rancang adalah uji tarik bukan uji tekan. Dengan kapasitas load cell 5 ton. Untuk membuat jarak aman dalam pengujian specimen ST41. Load Cell menggunakan system perangkat elektronik pengolahan data yang menjadi sebuah kurva tegangan regangan. Data-data yang diperoleh tersebut berupa besarnya pembebanan hasil dari pengujian specimen ST41. Kata
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Paper presented at the 43rd ICTM World Conference, 16-22 July 2015, Astana, Kazakhstan. The paper discusses some aspects of the shanty choir phenomenon in the Netherlands and contains a methodological discussion concerning ethnomusicology-at-home, 'neo-classical fieldwork' and the place of participant observation in ethnography.
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The aim of the current study is twofold. First, it investigates the influencing factors of runners' sports apparel value at a running event. Second, the potential value of observational data in the socioeconomic field is investigated, as this study combines data retrieved by a survey and by visually scanning pictures of event runners. The results demonstrate that visual data gathering methods contribute to explaining sports apparel usage and consumption. For example, it is found that runners who wear a shirt of the running event spent less money on their running shoes and overall sports apparel. From a methodological point of view, it is shown that observation leads to no nonresponse and thus corrects for selection bias. Other advantages (e.g., less selection bias, less recall bias, time-efficiency for research subject, potential automatic computer analysis in future) and disadvantages (e.g., technical, labor intensiveness for researcher, privacy) of visual data are discussed.
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This paper proposes and showcases a methodology to develop an observational behavior assessment instrument to assess psychological competencies of police officers. We outline a step-by-step methodology for police organizations to measure and evaluate behavior in a meaningful way to assess these competencies. We illustrate the proposed methodology with a practical example. We posit that direct behavioral observation can be key in measuring the expression of psychological competence in practice, and that psychological competence in practice is what police organizations should care about. We hope this paper offers police organizations a methodology to perform scientifically informed observational behavior assessment of their police officers’ psychological competencies and inspires additional research efforts into this important area.
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Over the past years, innovative technologies (such as Virtual Reality (VR), Augmented Reality (AR) and Mixed Reality (MR)) have become more common within news organizations. These technologies allow users to immerse themselves in a virtual world. With these types of productions, the journalist tries to engage and involve the user by introducing emotional styles, often to create empathy. This does not only demand new technological skills, but also challenges the way journalist allow emotions in journalistic productions, and what role they take in relation to the story and the user. Through fifteen in-depth interviews with immersive producers and experts in renowned news organizations across the globe, this paper examines both the motivations of journalists who produce immersive stories, and how they seek to balance traditional journalistic norms and emotionality in them. The results show that journalists believe that emotions and facts can be compatible with journalistic production. Yet, they struggle with their role in relation to the user. Immersive journalism obliges journalists to carefully reconsider their relationship with their public. In sum, this study illuminates an ongoing professional debate on the role of emotionality, user agency, and journalistic control and autonomy.
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Guest post by Lieke Wissink. Lieke is an anthropologist and philosopher who works at the Youth and Society knowledge center, University of Applied Sciences, Amsterdam. She engages in an action-research project with undocumented youths at a day shelter, and carries-out participant observation, group workshops and interviews with residents. This blogpost reflects on feelings of empowerment and precarity as expressed by the shelter members during the Covid-19 pandemic. This post is part of our new themed series on border control and Covid-19.
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Objective. To study the prevalence, nature and determinants of aggression among inpatients with acquired brain injury. Background. Patients with acquired brain injury often have difficulty in controlling their aggressive impulses. Design. A prospective observational study design. Methods. By means of the Staff Observation Aggression Scale-Revised, the prevalence, nature and severity of aggressive behaviour of inpatients with acquired brain injury was assessed on a neuropsychiatric treatment ward with 45 beds. Additional data on patient-related variables were gathered from the patients’ files. Results. In total, 388 aggressive incidents were recorded over 17 weeks. Of a total of 57 patients included, 24 (42%) patients had engaged in aggressive behaviour on one or more occasions. A relatively small proportion of patients (n = 8; 14%) was found to be responsible for the majority of incidents (n = 332; 86%). The vast majority of aggression incidents (n = 270; 70%) were directly preceded by interactions between patients and nursing staff. In line with this, most incidents occurred at times of high contact intensity. Aggressive behaviour was associated with male gender, length of stay at the ward, legal status and hypoxia as the cause of brain injury. Conclusion. Aggression was found to be highly prevalent among inpatients with acquired brain injury. The results suggest that for the prevention of aggression on the ward, it may be highly effective to develop individually tailored interventions for the subgroup with serious aggression problems. Relevance to clinical practice. Insight into the frequency, nature and determinants of aggressive behaviour in inpatients with acquired brain injury provides nurses with tools for the prevention and treatment of aggressive behaviour.
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In clinical practice, formal elements of art products are regularly used in art therapy observation to obtain insight into clients’ mental health and provide directions for further treatment. Due to the diversity of formal elements used in existing studies and the inconsistency in the interpretation, it is unclear which formal elements contribute to insight into clients’ mental health. In this qualitative study using Constructivist Grounded Theory, eight art therapists were interviewed in-depth to identify which formal elements they observe, how they describe mental health and how they associate formal elements with mental health. Findings of this study show that art therapists in this study observe the combination of movement, dynamic, contour and repetition (i.e., primary formal elements) with mixture of color, figuration and color saturation (i.e., secondary formal elements). Primary and secondary elements interacting together construct the structure and variation of the art product. Art therapists rarely interpret these formal elements in terms of symptoms or diagnosis. Instead, they use concepts such as balance and adaptability (i.e., self-management, openness, flexibility, and creativity). They associate balance, specifically being out of balance, with the severity of the clients’ problem and adaptability with clients’ strengths and resources. In the conclusion of the article we discuss the findings’ implications for practice and further research.
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