Integrating culture into the behavioural models of virtual characters requires knowledge from very different disciplines such as cross-cultural psychology and computer science. If culture-related behavioural differences are simulated with a virtual character system, users might not necessarily understand the intent of the designer. This is, in part, due to the influence of culture on not only users, but also designers. To gain a greater understanding of the instantiation of culture in the behaviour of virtual characters, and on this potential mismatch between designer and user, we have conducted two experiments. In these experiments, we tried to simulate one dimension of culture (Masculinity vs. Femininity) in the behaviour of virtual characters. We created four scenarios in the first experiment and six in the second. In each of these scenarios, the same two characters interact with each other. The verbal and non-verbal behaviour of these characters differs depending on their cultural scripts. In two user perception studies, we investigated how these differences are judged by human participants with different cultural backgrounds. Besides expected differences between participants from Masculine and Feminine countries, we found significant differences in perception between participants from Individualistic and Collectivistic countries. We also found that the user’s interpretation of the character’s motivation had a significant influence on the perception of the scenarios. Based on our findings, we give recommendations for researchers that aim to design culture-specific behaviours for virtual characters.
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This paper describes a project to explore the possibilities of virtual worlds in educating Green IT. In the project a virtual world has been created with various assignments which are meant to create awareness on sustainability aspects of IT. The world (and the assignments) will be incorporated in a course for first-year IT students. In order to measure the effects of the course, a questionnaire has been developed which can be used before and after the course to measure the attitude towards green IT.
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Sowijs deed onderzoek naar verschillende strategieën voor burgerparticipatie via sociale media. Hoe moet je Twitteren om mensen te betrekken en gebruik je dan wel of geen hashtags. Lees het in dit whitepaper!
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This chapter revisits the concept of internationalisation at home in light of the COVID pandemic and also of experiences and ongoing discourses on internationalisation. These include how internationalisation at home relates to diversity, inclusion and decolonisation of curricula. It discusses how the COVID pandemic has led to increased attention to internationalisation at home but also that confusion about terminology and the desire for physical mobility to be available to students may lead us to return to pre-COVID practices, in which internationalisation is mainly understood as mobility for a small minority of students and internationalisation of the home curriculum is a poor second best. A component of this chapter is how Virtual Exchange and Collaborative Online International Learning (COIL) have moved into the spotlight during the pandemic but were already in focus areas well before. This will be illustrated by some recent developments in internationalisation at home, mainly from non-Anglophone, European and particularly Dutch perspectives.
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Abstract Background Visuospatial neglect (VSN) is a cognitive disorder after stroke in which patients fail to consciously process and interact with contralesional stimuli. Visual Scanning Training (VST) is the recommended treatment in clinical guidelines. At the moment, several mixed reality versions of Visual Scanning Training (VST) are being developed. The aim of this study was to explore the opinions of end-users (i.e., therapists) on the use of Virtual Reality (VR) and Augmented Reality (AR) in VSN treatment. Methods Therapists played one VR and two AR Serious Games, and subsequently flled out a questionnaire on User Experience, Usability, and Implementation. Results Sixteen therapists (psychologists, occupational, speech, and physiotherapists) played the games, thirteen of them evaluated the games. Therapists saw great potential in all three games, yet there was room for improvement on the level of usability, especially for tailoring the games to the patient’s needs. Therapists’ opinions were comparable between VR and AR Serious Games. For implementation, therapists stressed the urgency of clear guidelines and instructions. Discussion Even though VR/AR technology is promising for VSN treatment, there is no one-size-fts-all applicability. It may thus be crucial to move towards a plethora of training environments rather than a single standardized mixed reality neglect treatment. Conclusion As therapists see the potential value of mixed reality, it remains important to investigate the efcacy of AR and VR training tools.
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Obesity is a fast growing societal threat, causing chronic conditions, physical and psychological health problems, as well as absenteeism and large healthcare costs. Despite numerous attempts to promote physical activity and healthy diet, existing interventions do not focus on often occurring emotional causes of obesity. There is a need for self-management support of this vulnerable target group: emotional eaters. This paper presents the results of the design case study focusing on a holistic development of a personalised virtual mHealth coach that provides self-management training ‘Denk je zèlf!’ (Dutch for ‘Develop a wise mind and counsel yourself’). Target group are young adults with emotional eating disorder and obesity. The contextual inquiry study was conducted to get insights into the needs and experiences of the target users, including interviews and questionnaires with emotional eaters, obesity treatment patients and healthcare practitioners. Personas and user stories were derived from these results and translated into a new ‘Denk je zèlf!’ virtual coach, based on Dialectical Behaviour Therapy and experience sampling measures to capture user experience and emotional state. This paper makes two main contributions: (a) combining holistic design with behaviour therapy in one virtual mHealth coaching application for emotional eaters; (b) applying Personas to guide the design. Preliminary results suggest that an online self-management training might be useful for the target group. Future research will be aimed at iterative evaluation and further development of the dialectical dialogues for the virtual coach and content for the education and instruction modules.
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Sportverenigingen in Nederland dragen bij aan een gezonde leefstijl, sociale cohesie en inclusieve sportdeelname. Ondanks dat de sportparticipatie toeneemt, hebben de clubs het moeilijk om hun ledental op peil te houden. Diverse ontwikkelingen spelen daarbij een rol. De focus van het onderzoek in dit proefschrift richt zich op twee maatschappelijke ontwikkelingen, ‘individualisering’ en ‘digitalisering’. In zeven studies wordt antwoord gegeven op twee onderzoeksvragen: 1) hoe het clubgevoel van leden van sportvereniging kan worden geconceptualiseerd in termen van definitie, voorspellers en opbrengsten en 2) hoe sociaalnetwerksites van sportverenigingen kunnen bijdragen het ontwikkelen van het clubgevoel van leden? Die studies vormen samen een multimethode onderzoek. Resultaten laten zien dat clubgevoel verwijst naar de gevoelsband van leden met hun club op basis van participatie, relevantie en de sociale wereld van de club. Clubgevoel hangt samen met bindingsaspecten zoals de intentie om je in te zetten voor de club en te blijven. Sociaalnetwerksites van sportverenigingen kunnen helpen om dit clubgevoel te ontwikkelen, bij voorkeur door de kanalen in te zetten voor informatie en interactie over de club, de sport en de leden. De online kanalen vormen samen de virtuele community van de vereniging die, afhankelijk van de aanpak door de club en de leden, verschillende verschijningvormen kan hebben. Met hun virtuele community bieden sportverenigingen, naast de accommodatie, ook een ónline ontmoetingsplek voor sport en andere activiteiten waarmee ze het clubgevoel onder hun leden kunnen bevorderen. Met dit proefschrift geeft Nanny Kuijsters inzichten voor de ontwikkeling van virtuele community’s voor verenigingen, professionals en geïnteresseerden in de georganiseerde sport.
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Plant photosynthesis and biomass production are associated with the amount of intercepted light, especially the light distribution inside the canopy. Three virtual canopies (n = 80, 3.25 plants/m2) were constructed based on average leaf size of the digitized plant structures: ‘small leaf’ (98.1 cm2), ‘medium leaf’ (163.0 cm2) and ‘big leaf’ (241.6 cm2). The ratios of diffuse light were set in three gradients (27.8%, 48.7%, 89.6%). The simulations of light interception were conducted under different ratios of diffuse light, before and after the normalization of incident radiation. With 226.1% more diffuse light, the result of light interception could increase by 34.4%. However, the 56.8% of reduced radiation caused by the increased proportion of diffuse light inhibited the advantage of diffuse light in terms of a 26.8% reduction in light interception. The big-leaf canopy had more mutual shading effects, but its larger leaf area intercepted 56.2% more light than the small-leaf canopy under the same light conditions. The small-leaf canopy showed higher efficiency in light penetration and higher light interception per unit of leaf area. The study implied the 3D structural model, an effective tool for quantitative analysis of the interaction between light and plant canopy structure.
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Obesity is a fast-growing societal threat, causingchronic conditions, physical and psychological health problems,as well as sickness absence and heavy healthcare costs. Despitenumerous attempts to promote physical activity and healthydiet, existing interventions do not focus on the commonemotional causes of obesity. There is a need for self-managementsupport of this vulnerable target group: emotional eaters. Thispaper presents the results of the design case study focusing on aholistic design and evaluation of a personalised virtual mHealthcoach that provides self-management training ‘Denk je zèlf!’(Dutch for ‘Develop a wise mind and counsel yourself’). Thetarget group are young adults with an emotional eating disorderand who are obese. The contextual inquiry study was conductedto gain insights into the needs and experiences of the targetusers, including interviews and questionnaires with emotionaleaters, patients undergoing obesity treatment, and healthcarepractitioners. Personas and the use-case scenario were derivedfrom these results and translated into the new ‘Denk je zèlf!’virtual coach, based on Dialectical Behaviour Therapy andexperience sampling measures to capture user experience andemotional state. The main contributions of this paper are: (a)combining holistic eHealth design, behavior chain analysis, anddialectic behaviour therapy in one personalised virtual mHealthcoaching application for emotional eaters; (b) applying emotionenrichedPersonas to guide the design; (c) the results of theinitial user evaluation. Preliminary results suggest that the‘Denk je zèlf!’ virtual coach is useful for helping the targetgroup. Future research will be aimed at further iterative (re)-design and evaluation, as well as development of the dialecticaldialogues for the virtual coach and content for the education andinstruction modules.
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