scholarly journals Resident co-created urban redesign to improve health in post-war neighbourhoods: an exploration

2020 ◽  
Vol 30 (Supplement_5) ◽  
Author(s):  
M Koene ◽  
S A Reijneveld ◽  
J Tuinstra ◽  
H Broekhuis ◽  
C Wagenaar ◽  
...  

Abstract Urban interventions in the built environment can improve the health of residents by impacting daily living patterns and lifestyles. Co-creation of these interventions with residents enhances their effectiveness. This pilot study investigates how the co-creation process can be developed, with elderly as a target group. The setting of the pilot is the area around a shopping centre in a post-war neighbourhood. Residents were recruited via the neighbourhood council and existing networks, via student-recruiters and via door-to-door flyers. They were asked to participate in the evaluation of proposed interventions, which aimed to increase physical activity. Virtual reality (VR) techniques were used as a tool to communicate current and redesigned environments. We organised three meetings for residents, where VR was used to: 1) collect data on current urban issues, 2) evaluate the different redesigns of the project location, and 3) present a final redesign. During meeting 1 and 2, VR was supported by questionnaires to collect data. We recruited 31 residents with an average age of 65, mostly through the neighbourhood council and existing networks. Recruitment with flyers resulted in only 1 participant (<1% response). The data collected from the combination of VR and questionnaires showed that participants were likely to walk more often in the redesigned interventions. Moreover, participants indicated that the differences between current and redesigned environments were very clear (score 4.8 out of 5) and that they could imagine very well what the designs would look like in real-life (score 4.6/5). The VR-experience was scored an 8/10 and 28 participants were willing to participate in future activities. Recruiting residents through existing networks, including the neighbourhood council, was most effective. VR technology is a very useful tool to communicate urban interventions and the residents were very capable of evaluating them while providing valuable input for the redesigns. Key messages Co-creating urban redesigns with residents to improve health is feasible, and virtual reality is of great added value as a co-creation supporting and communication tool. Urban interventions impact daily living patterns and lifestyles of residents and thereby public health.

2014 ◽  
Vol 20 (5) ◽  
pp. 468-477 ◽  
Author(s):  
Philippe Allain ◽  
Déborah Alexandra Foloppe ◽  
Jérémy Besnard ◽  
Takehiko Yamaguchi ◽  
Frédérique Etcharry-Bouyx ◽  
...  

AbstractAlzheimer’s disease (AD) causes impairments affecting instrumental activities of daily living (IADL). Transdisciplinary research in neuropsychology and virtual reality has fostered the development of ecologically valid virtual tools for the assessment of IADL, using simulations of real life activities. Few studies have examined the benefits of this approach in AD patients. Our aim was to examine the utility of a non-immersive virtual coffee task (NI-VCT) for assessment of IADL in these patients. We focus on the assessment results obtained from a group of 24 AD patients on a task designed to assess their ability to prepare a virtual cup of coffee, using a virtual coffee machine. We compared performance on the virtual task to an identical daily living task involving the actual preparation of a cup of coffee, as well as to global cognitive, executive, and caregiver-reported IADL functioning. Relative to 32 comparable, healthy elderly (HE) controls, AD patients performed worse than HE controls on all tasks. Correlation analyses revealed that NI-VCT measures were related to all other neuropsychological measures. Moreover, regression analyses demonstrated that performance on the NI-VCT predicted actual task performance and caregiver-reported IADL functioning. Our results provide initial support for the utility of our virtual kitchen for assessment of IADL in AD patients. (JINS, 2014, 20, 1–10)


Author(s):  
Jolien Mouw ◽  
Marjon Fokkens-Bruinsma ◽  
Gert-Jan Verheij

Many novice teachers have difficulties in selecting and applying effective classroom management strategies to prevent or diminish disruptive behaviors. Negative experiences with classroom management largely determine teacher wellbeing and early attrition. Therefore, more in-training opportunities are needed to prepare prospective teachers to manage complex classroom practices effectively. A Virtual Reality-environment seems promising in developing classroom management skills and promoting teacher resilience; however, its potential is influenced by students’ perceptions towards this technology. This study describes four pre-service teachers’ and six school-based teacher educators’ experiences with and perceptions towards the use of a Virtual Reality learning environment to train classroom management skills and promote teacher resilience. Responses of semi-structured interviews reflect five themes: software- and equipment-related issues; feedback cues; realism and authenticity; instructor proficiency; and added value for teacher training. Results show that, for most themes, pre-service teachers and school-based teacher educators raised similar remarks and/or suggestions for improvement; however, they differed in their perceptions towards the added value of Virtual Reality to teacher training curricula. Our study highlights teachers’ needs for highly authentic and realistic simulations aligned with real-life classrooms and presents recommendations to augment the immersive experience needed for teachers to develop effective CMS and become more resilient.


2021 ◽  
Author(s):  
Emmanuel Delage ◽  
Benjamin Van Wyk de Vries ◽  
Meven Philippe ◽  
Susan Conway ◽  
Costanza Morino ◽  
...  

<p>Resilience to natural hazards depends on a person's ability to envision an event and its consequences. While real life experience is precious, a real event experience is rare, and sometimes fatal. So, virtual reality provides a way to getting that experience more frequently and without the inconvenience of demise. Virtual reality can also enhance an event to make it more visible, as often things happen in bad weather, at night or in other inconvenient moments.</p><p>The 3DTeLC software (an output from an ERASMUS+ project, http://3dtelc.lmv.uca.fr/) can handle high-resolution 3D topographic models and the user can study natural hazard phenomena with geological tools in virtual reality. Topography acquired from drone or plane acquisitions, can be made more accessible to researchers, public and stakeholders. In the virtual environment a person can interact with the scene from the first person, drone or plane point of view and can do geological interpretation at different visualization scales. Immersive and interactive visualization is an efficient communication tool (e.g. Tibaldi et al 2019 – Bulletin of Volcanology DOI: https://dx.doi.org/10.1007/s00445-020-01376-6).</p><p>We have taken the 3DTeLC workflow and integrated a 2.5D flow simulation programme (VOLCFLOW-C). The dynamic outputs from VOLCFLOW-C are superimposed into a single visualization using a new tool developed from scratch, which we call VRVOLC. This coupled visualization adds dynamic and realistic understanding of events like lahars, lava flows, landslides and pyroclastic flows. We present two examples of this, one developed on the Digital Terrain Model of Chachani Volcano, Arequipa Peru, to assist with flood and lahar visualisation (in conjunction with INGEMMET, UNESCO IGCP project 692 Geoheritage for Resilience and Cap 20-25 Clermont Risk). And another with an Icelandic debris slide that occurred in late 2014 possibly related to permafrost degradation (in conjunction with the ANR PERMOLARDS project).</p><p>We thank out 3DTeCL colleagues, without which this would not be possible, and acknowledge financial support for the PERMOLARDS project from French National Research Agency (ANR-19-CE01-0010), and this is part of UNESCO IGCP 692 Geoheritage for Resilience.</p>


2021 ◽  
Author(s):  
Peter M. Maloca ◽  
Emily A. Williams ◽  
Faisal Mushtaq ◽  
Andreas Rueppel ◽  
Philipp L. Müller ◽  
...  

Author(s):  
Yu-Sheng Yang ◽  
Alicia M. Koontz ◽  
Yu-Hsuan Hsiao ◽  
Cheng-Tang Pan ◽  
Jyh-Jong Chang

Maneuvering a wheelchair is an important necessity for the everyday life and social activities of people with a range of physical disabilities. However, in real life, wheelchair users face several common challenges: articulate steering, spatial relationships, and negotiating obstacles. Therefore, our research group has developed a head-mounted display (HMD)-based intuitive virtual reality (VR) stimulator for wheelchair propulsion. The aim of this study was to investigate the feasibility and efficacy of this VR stimulator for wheelchair propulsion performance. Twenty manual wheelchair users (16 men and 4 women) with spinal cord injuries ranging from T8 to L2 participated in this study. The differences in wheelchair propulsion kinematics between immersive and non-immersive VR environments were assessed using a 3D motion analysis system. Subjective data of the HMD-based intuitive VR stimulator were collected with a Presence Questionnaire and individual semi-structured interview at the end of the trial. Results indicated that propulsion performance was very similar in terms of start angle (p = 0.34), end angle (p = 0.46), stroke angle (p = 0.76), and shoulder movement (p = 0.66) between immersive and non-immersive VR environments. In the VR episode featuring an uphill journey, an increase in propulsion speed (p < 0.01) and cadence (p < 0.01) were found, as well as a greater trunk forward inclination (p = 0.01). Qualitative interviews showed that this VR simulator made an attractive, novel impression and therefore demonstrated the potential as a tool for stimulating training motivation. This HMD-based intuitive VR stimulator can be an effective resource to enhance wheelchair maneuverability experiences.


2021 ◽  
pp. 026921552199517
Author(s):  
Runze Li ◽  
Yanran Zhang ◽  
Yunxia Jiang ◽  
Mengyao Wang ◽  
Wei How Darryl Ang ◽  
...  

Objective: To examine the effectiveness of rehabilitation training based on virtual reality in improving balance, quality of life, activities of daily living, and depressive symptoms of patients with Parkinson’s disease. Data sources: PubMed, EMBASE, CINAHL, Scopus, Cochrane Library, PsycINFO, ProQuest, Physiotherapy Evidence Database, IEEE Xplore, China National Knowledge Infrastructure, Wanfang, and VIP Information databases were searched from their inception to October 15, 2020. Trial registries, gray literature, and target journals were also searched. Methods: Eligible randomized controlled trials included studies with patients with Parkinson’s disease in rehabilitation training based on virtual reality. Comprehensive Meta-Analysis 3.0 software was used. Physiotherapy Evidence Database Scale and the Grading of Recommendation, Assessment, Development, and Evaluation system were used to assess the methodological quality of individual trials and the overall quality of the evidence, respectively. Results: A total of 22 randomized controlled trials with 836 patients were included. Meta-analysis revealed that training significantly improved balance ( g = 0.66, P < 0.001), quality of life ( g = 0.28, P = 0.015), activities of daily living ( g = 0.62, P < 0.001), and depressive symptoms ( g = 0.67, P = 0.021) compared to the control group. Subgroup analysis indicated that training should utilize video game consoles. Meta-regression analyses showed that age, sessions, and frequency of training had statistically significant impacts on balance scores. Quality of individual trials was high and overall evidence ranged from very low to low. Conclusion: Virtual rehabilitation training could be adopted in healthcare institutions as supplementary training for patients with Parkinson’s disease.


2021 ◽  
Vol 5 (CHI PLAY) ◽  
pp. 1-24
Author(s):  
Andrey Krekhov ◽  
Katharina Emmerich ◽  
Ronja Rotthaler ◽  
Jens Krueger

Escape rooms exist in various forms, including real-life facilities, board games, and digital implementations. The underlying idea is always the same: players have to solve many diverse puzzles to (virtually) escape from a locked room. Within the last decade, we witnessed a rapidly increasing popularity of such games, which also amplified the amount of related research. However, the respective academic landscape is mostly fragmented in its current state, lacking a common model and vocabulary that would withstand these games' variety. This manuscript aims to establish such a foundation for the analysis and construction of escape rooms. In a first step, we derive a high-level design framework from prior literature. Then, as our main contribution, we establish an atomic puzzle taxonomy that closes the gap between the analog and digital domains. The taxonomy is developed in multiple steps: we compose a basic structure based on previous literature and systematically refine it by analyzing 39 analog and digital escape room games, including recent virtual reality representatives. The final taxonomy consists of mental, physical, and emotional challenges, thereby providing a robust and approachable basis for future works across all application domains that deal with escape rooms or puzzles in general.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Anne Marie Thake

PurposeThe purpose of this paper is to evaluate short-term, unpaid placements offered to students reading for a degree in public policy. They provide added value to their tertiary education experience. Elective placements were offered in 2012 and became a mandatory requirement for students reading for a three-year bachelor of commerce degree in public policy in 2018. To date, no research has been carried out on these placements and this may serve as a model for a post-evaluation assessment.Design/methodology/approachData were collected from students who undertook placements, embedded in the public policy undergraduate programme. A document analysis of selected student and placement provider's reports was carried out to complement the students' responses to an online questionnaire.FindingsPlacements are of value to students as they served as an introduction to the working world. They enable students to establish connections with the course content and carry out research. They were exposed to real-life situations, developing their knowledge, acquiring soft skills and learning new tools, sought after by employers. These placements were valued as a route to graduate employment tailor-made to the degree's requirements. Students were able to embark on a soul-searching, introspective discovery and journey which made them mature and shed light in the direction of future work prospects.Research limitations/implicationsPlacements give students the opportunity to gain insights into real-work environments and are able to link theories learnt in the class-room with real-life situations. Placements have positive implications on students adjusting to their work life easily after graduation. The limitations are that the sample size was small and that the reflective reports which were randomly selected may not have necessarily been representative of the full complement.Practical implicationsThe practical implications are that the placements system and process can easily be implemented and replicated in other academic disciplines and universities as a compulsory component of their studies.Social implicationsPlacements gave students the opportunity to reflect on their learning, develop non-technical skills and enhance their confidence levels. They were also able to network and communicate with different employees.Originality/valuePlacements provided exposure to relevant organisations and personal enrichment in terms of acquiring skills, autonomy and independence. Students with placement experience are also more likely to secure future employment, relevant to their undergraduate degree.


2017 ◽  
Vol 6 (1) ◽  
pp. 48-63 ◽  
Author(s):  
Jeroen De Waegemaeker ◽  
Eva Kerselaers ◽  
Maarten Van Acker ◽  
Elke Rogge

Purpose As policy makers address the issue of climate adaptation, they are confronted with climate-specific barriers: a long-term horizon and a high degree of uncertainty. These barriers also hamper the development of spatial planning for climate adaptation. So how can spatial planners encompass these barriers and steer the general debate on climate adaptation? The paper aims to discuss these issues. Design/methodology/approach This research analyzes the strengths and weaknesses of an international design workshop on climate adaptation, and drought issues in particular. Design workshops are originally an educational setting but they are increasingly employed as a tool to explore alternative futures on a complex, real-life design problem. The case study illustrates how climate-specific barriers emerged throughout the design workshop and clarifies how they were encompassed by the participating design students. Findings The research clarifies the added value of a design workshop on climate adaptation. The paper highlights specific promising characteristics of the design workshop: the visualization of future adaptation challenges and the current water system, the focus on a regional project instead of sectoral adjustments and the integration of the adaptation challenge with other socio-economic goals. In the case study Flanders, however, the necessary participation of climate experts and policy makers of other domains proved challenging. Originality/value The paper argues that a design workshop has the potential to enrich the debate and policy work on climate adaptation. In many countries with low-planning tradition, however, additional tools are needed to help set the “adaptation agenda.”


Sign in / Sign up

Export Citation Format

Share Document