The Relationship between Experienced and Imagined Bicycling Comfort and Safety

Author(s):  
Dillon T. Fitch ◽  
Susan L. Handy

A common method used to evaluate road designs for bicycling is a survey of stated opinions based on imagined bicycling experiences that are used to represent real experiences. However, we know little about the connection between imagined and real bicycling experiences. In this study, we examine the relationship between bicyclists’ (first-person experienced) and video survey participants’ (imagined) ratings of bicycling comfort and safety. We do this with real-world bike rides/surveys ( n = 20) and a blocked experiment conducted through a web-based video survey of female undergraduates ( n = 1,203). We show that imagined ratings resemble first-person experienced ratings, but that they have a systematic negative bias (approximately 10% to 15%). This suggests that imagined bicycling experiences seem less comfortable and safe compared with real experiences. We compare both methodological and psychological explanations for this result and the consequent bicycling implications for each.

2021 ◽  
Vol 14 (2) ◽  
pp. 1-29
Author(s):  
Ivan BlečIć ◽  
Sara Cuccu ◽  
Filippo Andrea Fanni ◽  
Vittoria Frau ◽  
Riccardo Macis ◽  
...  

We present and explore the fruitfulness of “first-person cinematographic videogames,” a game model we have devised for the promotion of cultural, environmental, and territorial heritage. To support and foster the development of these type of games, we have developed a Web-based user-friendly authoring environment, extensively presented in the article. While employing standard first-person point-and-click game mechanics, the game model's distinctive feature is that the game environment is not based on a digital reconstruction (3D model) of the real-world settings but on cinematographic techniques combining videos and photos of existing places, integrating videoclips of mostly practical effects to obtain the interactivity typical of the first-person point-and-click adventure games. Our goal with such a game model is to mobilise mechanisms of engendering affection for real-world places when they become settings of the game world, arousing in the player forms of affection, attachment, and desire to visit them.


Author(s):  
Kaori Kashimura ◽  
Takafumi Kawasaki Jr. ◽  
Nozomi Ikeya ◽  
Dave Randall

This chapter provides an ethnography of a complex scenario involving the construction of a power plant and, in so doing, tries to show the importance of a practice-based approach to the problem of technical and organizational change. The chapter reports on fieldwork conducted in a highly complex and tightly coupled environment: power plant construction. The ethnography describes work practices on three different sites and describes and analyses their interlocking dependencies, showing the difficulties encountered at each location and the way in which the delays that result cascade through the different sites. It goes on to describe some technological solutions that are associated with augmented reality and that are being designed in response to the insights gained from the fieldwork. The chapter also reflects more generally on the relationship between fieldwork and design in real-world contexts.


2019 ◽  
Vol 35 (S1) ◽  
pp. 11-12
Author(s):  
Paula Corabian ◽  
Charles Yan ◽  
Susan Armijo-Olivo ◽  
Bing Guo

IntroductionThe objectives of this study were to systematically review published research on the relationship between nursing staff coverage, care hours, and quality of care (QoC) in long-term care (LTC) facilities; and to conduct a real world evidence (RWE) analysis using Alberta real world data (RWD) to inform policy makers on whether any amendments could be made to current regulations.MethodsA systematic review (SR) of research evidence published between January 2000 and May 2018 on the relationship between nursing staff coverage, care hours, and QoC in LTC facilities was conducted. Panel data regressions using available RWD from Alberta, Canada, were performed to assess associations between nursing care hours and LTC outcomes. Outcomes of interest included quality indicators related to resident outcomes, hospital admissions, emergency room visits and family satisfaction. Nursing care hours considered in SR and RWE analysis included those provided by registered nurses (RNs) and licensed practical nurses (LPNs).ResultsThe SR found inconsistent and poor quality evidence relevant to the questions of interest, indicating a great uncertainty about the association between nursing staff time and type of coverage and QoC. Although some positive indications were suggested, major weaknesses of reviewed studies limited interpretation of SR results. RWE analysis found that impact of care hours on LTC outcomes was heterogeneous, dependent on outcome measurements. There was evidence that total staff, RN, and LPN hours had positive effects on some resident outcomes and magnitude of effect differed for different nursing staff.ConclusionsNo definitive conclusion could be drawn on whether changing nursing staff time or nursing staff coverage models would affect residents’ outcomes based on the research evidence gathered in the SR. RWE analysis helped to fill a gap in the available published literature and allowed policy makers to better understand the impact of revising current regulations based on actual outcomes.


2019 ◽  
Vol 3 (Supplement_1) ◽  
pp. S71-S71
Author(s):  
Eleanor S McConnell ◽  
Kirsten Corazzini ◽  
T Robert Konrad

Abstract Although the impact of dementia on the health and well-being of those living with Alzheimer’s Disease and related Disorders (ADRD) and their care partners has been widely studied, less attention has been paid to how the disease impacts individuals within the context of their larger social networks. This symposium presents findings from a series of integrated studies aimed at strengthening measurement of health and well-being among older adults with living with dementia and well-being among members of their social networks. Findings will be presented from five studies: (1) a scoping review of social network measurement in older adults in chronic illness, including dementia, that emphasizes the use of technology in measuring older adults’ social networks; (2) a simulation study to evaluate the feasibility and reliability of sensor technology to measure social interaction among a person living with dementia and others in their immediate surroundings; (3) development of a web-based application that allows older adults to map and activate their social networks; (4) a qualitative analysis of interviews from persons living with dementia, their unpaid caregivers, and paid caregivers from an adult day health program concerning well-being focused outcomes; and (5) a mixed methods analysis of the feasibility of using both traditional and novel measures of health and well-being deployed among networks of people living with dementia. Emerging technologies for measuring social networks health and well-being hold promise for advancing the study of the relationship-based nature of care for people living with dementia.


2012 ◽  
Vol 127 (5) ◽  
pp. 373-380 ◽  
Author(s):  
G. Parker ◽  
K. Fletcher ◽  
B. Blanch ◽  
L. Greenfield

2021 ◽  
Vol 2 (3) ◽  
pp. 34-55
Author(s):  
Ailbhe Warde-Brown

The relationship between music, sound, space, and time plays a crucial role in attempts to define the concept of “immersion” in video games. Isabella van Elferen’s ALI (affect-literacy-interaction) model for video game musical immersion offers one of the most integrated approaches to reading connections between sonic cues and the “magic circle” of gameplay. There are challenges, however, in systematically applying this primarily event-focused model to particular aspects of the “open-world” genre. Most notable is the dampening of narrative and ludic restrictions afforded by more intricately layered textual elements, alongside open-ended in-game environments that allow for instances of more nonlinear, exploratory gameplay. This article addresses these challenges through synthesizing the ALI model with more spatially focused elements of Gordon Calleja’s player involvement model, exploring sonic immersion in greater depth via the notion of spatiotemporal involvement. This presents a theoretical framework that broadens analysis beyond a simple focus on the immediate narrative or ludic sequence. Ubisoft’s open-world action-adventure franchise Assassin’s Creed is a particularly useful case study for the application of this concept. This is primarily because of its characteristic focus on blending elements of the historical game and the open-world game through its use of real-world history and geography. Together, the series’s various diegetic and nondiegetic sonic elements invite variable degrees of participation in “historical experiences of virtual space.” The outcome of this research intends to put such intermingled expressions of space, place, and time at the forefront of a ludomusicological approach to immersion in the open-world genre.


Author(s):  
Ahmed Haroun Sabry ◽  
Jamal Benhra ◽  
Abdelkabir Bacha

The present article describes a contribution to solve transportation problems with green constraints. The aim is to solve an urban traveling salesman problem where the objective function is the total emitted CO2. We start by adapting ASIF approach for calculating CO2 emissions to the urban logistics problem. Then, we solve it using ant colony optimization metaheuristic. The problem formulation and solving will both work under a web-based mapping platform. The selected problem is a real-world NP-hard transportation problem in the city of Casablanca.


Author(s):  
Irene Zempi ◽  
Imran Awan

This chapter examines the implications of online/offline Islamophobia for victims including increased feelings of vulnerability, fear and insecurity. Participants also suffered a range of psychological and emotional responses such as low confidence, depression and anxiety. Additionally, participants highlighted the relationship between online and offline Islamophobia, and described living in fear because of the possibility of online threats materialising in the ‘real world’. Many participants reported taking steps to become less ‘visible’ for example by taking the headscarf or face veil off for women and shaving their beards for men.


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