Virtuālā realitāte pret bulingu jauniešu vidū. Imersīvo mediju izteiksmes līdzekļi psihosociālajā izglītībā

Author(s):  
Anna Priedola ◽  

Within the framework of the international project “Virtual Reality As a Tool for Countering Bullying Amongst Youth” – “VR not bullies” – the author, colleagues, and partners created a cycle of 6 workshops for bullying prevention where virtual reality (VR) videos are used as a tool. The aim of the project was to promote empathy for bullying victims, understand the causes of bullying, and demonstrate examples of positive behavior. As part of the “VR not bullies” project and in this article, the author has sought answers to questions about what technological and artistic means of expression to use to model empathic responses in viewers; analysis of literature and case studies (including self-produced material) have been applied. Short VR videos are a convenient technology to use when working with young people and working in groups. Although it is not a cheap method, it allows you to look at situations that would otherwise be unavailable for geographical, financial, or other reasons. Short VR videos are a fast and effective medium to promote emotional empathy and other perspectives, and their inherent interactivity stimulates young people’s interest and attention. However, more traditional methods, such as reading stories or role-plays with in-depth, long-term involvement, may be more effective in building competitive empathy and understanding.

2021 ◽  
Author(s):  
Christopher Skinner ◽  
Alison Lloyd Wiliams ◽  
Maggie Mort ◽  
Joanne Coles

<p>Flooding is recognised as a powerful agent of geomorphology. During a few hours of a flood event, more change can occur to a river and its valley than accumulated changes over several decades. Floods are also a powerful force of change in our human experience. Floods (re)shape lives, communities and societies, causing devastation and upheaval but also creating experience and enhanced understanding among flood-affected people of the need to adapt and live with water. So, to appreciate the full of impacts of flooding it is important to consider and communicate the ways it changes both 'landscapes and lifescapes'.</p><p>In the Landscapes to Lifescapes online exhibition, hosted on The Flood Hub (https://thefloodhub.co.uk/), social scientists and geomorphologists collaborate to explore the material and social meaning of flooding. ‘Landscapes’ shows the complex and varied forms of flooding and how these alter rivers and valleys, visualised by digital activities from the SeriousGeoGames Lab. ‘Lifescapes’ illuminates some of the effects of flooding on families and communities, using flood testimonies gathered from a series of qualitative participative studies. The exhibition culminates in a 360 virtual reality experience, telling the true story of a young boy caught up in flooding. <em>Help Callum</em> was created combining software designed for videogames and a real flood narrative, allowing visitors to experience Callum’s journey from flood victim to flood activist, through his eyes and using his words.</p><p>The aim of the exhibition is to promote flood resilience knowledge and actions to the users through: raising awareness of flood risk and recovery, including particular impacts on children and young people; encouraging the users’ agency by highlighting actions that can be taken at household and community level; and modelling positive behaviours by providing examples and case studies. Evaluation is conducted throughout using feedback boards and polls. </p>


2013 ◽  
Vol 8 (4) ◽  
pp. 347-359
Author(s):  
Leszek Kucharski

This study presents the structure and tendencies in long-term unemployment in Poland in the years 2008-2012. This study identifies the groups of people with an increased risk of long-term unemployment. The analyses produced the following conclusions. The groups with the highest risk of long-term unemployment include: singles, people aged of 55 and above and people with a low level of education. Young people with university and general secondary education faced the lowest risk of long-term unemployment. 


2020 ◽  
Author(s):  
Hiran Thabrew ◽  
Karolina Stasiak ◽  
Harshali Kumar ◽  
Tarique Naseem ◽  
Christopher Frampton ◽  
...  

BACKGROUND Approximately 10% to 12% of New Zealand children and young people have long-term physical conditions (also known as chronic illnesses) and are more likely to develop psychological problems, particularly anxiety and depression. Delayed treatment leads to worse physical and mental healthcare, school absence, and poorer long-term outcomes. Recently, electronic health (eHealth) interventions, especially those based on the principles of Cognitive Behavior Therapy (CBT), have been shown to be as good as face-to-face therapy. Biofeedback techniques have also been shown to enhance relaxation during the treatment of anxiety. However, these modalities have rarely been combined. Young people with long-term physical conditions have expressed a preference for well-designed and technologically-based support to deal with psychological issues, especially anxiety. OBJECTIVE This study aimed to co-design and evaluate the (i) acceptability and (ii) usability of a CBT and biofeedback-based, 5-module eHealth game called ‘Starship Rescue’ and (iii) to provide preliminary evidence regarding its effectiveness in addressing anxiety and quality of life in young people with long-term physical conditions. METHODS Starship Rescue was co-designed with children and young people from a tertiary hospital in Auckland, New Zealand. Following this, 24 young people aged 10 to 17 years were enrolled in an open trial, during which they were asked to use the game for an 8-week period. Acceptability of the game to all participants was assessed using a brief, open-ended questionnaire, and more detailed feedback was obtained from a subset of 10 participants via semi-structured interviews. Usability was evaluated via the System Usability Scale (SUS) and device-recorded frequency and duration of access on completion of the game. Anxiety levels were measured prior to commencement, on completion of the game, and 3 months later using the Generalized Anxiety Disorder 7-item scale (GAD-7) and Spence Child Anxiety Scales (SCAS), and at the start of each module and at the end of the game using an embedded Likert/visual analog scale. Quality of life was measured prior to commencement and on completion of the game using the Pediatric Quality of Life Scale (PEDS-QL). RESULTS Users gave Starship Rescue an overall rating of 5.9 out of 10 (range 3-10 and a mean score of 71 out of 100 (SD 11.7; min 47.5; max 90) on the System Usability Scale (SUS). The mean time period for use of the game was just over 11-weeks (78.8 days, 13.5 hours, 40 minutes). Significant reductions in anxiety were noted between the start and end of the game on the GAD-7 (-4.6 (p=0.000)), SCAS (-9.6 (p=0.005)), and the Likert/visual analogue scales (-2.4 (p=0.001)). Quality of life also improved on the PedsQL scale (+4.3 (p=0.042)). All changes were sustained at 3-month follow-up. CONCLUSIONS This study provides preliminary evidence for Starship Rescue being an acceptable, usable and effective eHealth intervention for addressing anxiety in young people with long-term physical conditions. Further evaluation is planned via a more formal randomized controlled trial. CLINICALTRIAL Australian New Zealand Clinical Trials Network Registry (ANZCTR): ACTRN12616001253493p;https://www.anzctr.org.au/Trial/Registration/TrialReview.aspx?id=371443 (Archived by WebCite at http://www.webcitation.org/6sYB716lf)


1999 ◽  
Vol 90 (1) ◽  
pp. 123-138 ◽  
Author(s):  
Mary Ann Hunter

This article considers the place of youth arts and cultures in the cultural industries approach to cultural policy. It argues that the ‘covert economic overlay’ (Brokensha, 1996: 101) of the Australian National Culture–Leisure Industry Statistical Framework privileges certain processes in a ‘government convenient’ model of industry inputs and outcomes, and that the assumptions of this model are challenged by youth-specific and community-based modes of production. Furthermore, it argues that the philosophies and practices of contemporary youth-specific arts organisations have the potential to redefine ‘culture industry’ and contribute to a ‘coherent new paradigm’ of cultural policy (UNESCO, 1995: 232). This paper makes these arguments by examining the place of youth arts and cultures in the existing environment of cultural industrialisation, by considering recent government policy responses to young people's cultural activity and by addressing long-term policy issues for the support of young people and cultural development.


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

2021 ◽  
Vol 11 (4) ◽  
pp. 1510
Author(s):  
Charles Morizio ◽  
Maxime Billot ◽  
Jean-Christophe Daviet ◽  
Stéphane Baudry ◽  
Christophe Barbanchon ◽  
...  

People who survive a stroke are often left with long-term neurologic deficits that induce, among other impairments, balance disorders. While virtual reality (VR) is growing in popularity for postural control rehabilitation in post-stroke patients, studies on the effect of challenging virtual environments, simulating common daily situations on postural control in post-stroke patients, are scarce. This study is a first step to document the postural response of stroke patients to different challenging virtual environments. Five subacute stroke patients and fifteen age-matched healthy adults were included. All participants underwent posturographic tests in control conditions (open and closed eyes) and virtual environment without (one static condition) and with avatars (four dynamic conditions) using a head-mounted device for VR. In dynamic environments, we modulated the density of the virtual crowd (dense and light crowd) and the avoidance space with the avatars (near or far). Center of pressure velocity was collected by trial throughout randomized 30-s periods. Results showed that more challenging conditions (dynamic condition) induced greater postural disturbances in stroke patients than in healthy counterparts. Our study suggests that virtual reality environments should be adjusted in light of obtaining more or less challenging conditions.


Author(s):  
Martina Noehles ◽  
Lena Niehus

AbstractNeodymium magnets have been in use as a mounting technique for works of art on paper for several years; however, the method is still in its infancy. These very strong magnets provide a valuable addition to the traditional methods of mounting artworks on paper and objects made from paper, textile, or other materials for exhibitions. They offer an interesting and elegant alternative to attachment with adhesives, especially when adhesives may not or cannot be applied to the original work. This article addresses the physical properties and manufacture of the magnets, including their coatings and nomenclature. Three successful case studies of mounting artworks on paper with these “super magnets” are presented here. In addition, the limits and possible difficulties of working with neodymium magnets are addressed, as well as precautionary measures to take when handling them.


2021 ◽  
Vol 13 (9) ◽  
pp. 5223
Author(s):  
Miriam Benedetti ◽  
Daniele Dadi ◽  
Lorena Giordano ◽  
Vito Introna ◽  
Pasquale Eduardo Lapenna ◽  
...  

The recovery of waste heat is a fundamental means of achieving the ambitious medium- and long-term targets set by European and international directives. Despite the large availability of waste heat, especially at low temperatures (<250 °C), the implementation rate of heat recovery interventions is still low, mainly due to non-technical barriers. To overcome this limitation, this work aims to develop two distinct databases containing waste heat recovery case studies and technologies as a novel tool to enhance knowledge transfer in the industrial sector. Through an in-depth analysis of the scientific literature, the two databases’ structures were developed, defining fields and information to collect, and then a preliminary population was performed. Both databases were validated by interacting with companies which operate in the heat recovery technology market and which are possible users of the tools. Those proposed are the first example in the literature of databases completely focused on low-temperature waste heat recovery in the industrial sector and able to provide detailed information on heat exchange and the technologies used. The tools proposed are two key elements in supporting companies in all the phases of a heat recovery intervention: from identifying waste heat to choosing the best technology to be adopted.


Sign in / Sign up

Export Citation Format

Share Document