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1.
Front Psychol ; 14: 1149711, 2023.
Artigo em Inglês | MEDLINE | ID: mdl-37228339

RESUMO

Participation in psychosocial enrichment activities, such as music and arts programming, have shown potential to delay or reduce functional decline - without adverse effects that can be associated with pharmaceuticals. The performing-arts programming described in this community case study was inspired by a community music program called B-Sharp Music Wellness, located in Phoenix, Arizona, which involved small groups of musicians who provided symphony performances for people with dementia. Our community programming sought to engage people with dementia and their informal care partner (typically a spouse) in existing performing-arts programs in their local community, providing social hours and season tickets for either symphony, dance (ballet), or non-musical theater performances. This case study describes the program history and design, including outcomes and lessons learned from the program evaluation of the last full season (2018-19) and partial season (2019-20), when the program was halted due to the COVID-19 pandemic. Program outcomes suggest strategies for, and benefits of, design for performing-arts programs as psychosocial interventions in other communities.

2.
Sci Rep ; 13(1): 5867, 2023 04 11.
Artigo em Inglês | MEDLINE | ID: mdl-37041163

RESUMO

Physical activity is known to be one of the most health-beneficial behaviors, and salutogenic design modifications to the built environment can facilitate increased physical activity. Unfortunately, it is not often clear in advance which environmental and urban design implementations will generate increases in activities such as walking, and which will have little impact or even reduce walking. The present study tested the feasibility and acceptability of a virtual reality (VR) model for pre-testing urban designs for their impact on walking. Using a wearable VR head-mounted display/computer, young adults (n = 40) walked freely through a large indoor gymnasium, simultaneously walking through a virtual model of an urban streetscape that was designed to be modifiable and allow for testing impacts on walking of various changes to the urban environment. The majority of participants found the experience to be acceptable: pleasant and nonaversive, and they walked freely through the VR model for approximately 20 min, on average. Using modifiable VR models to pre-test built-environment changes for their impacts on walking behavior appears to be a feasible and acceptable approach and worthy of continued research investigation.


Assuntos
Planejamento de Cidades , Realidade Virtual , Caminhada , Humanos , Adulto Jovem , Emoções , Estudos de Viabilidade , Caminhada/psicologia , Planejamento de Cidades/métodos
3.
Front Psychol ; 10: 2372, 2019.
Artigo em Inglês | MEDLINE | ID: mdl-31695653

RESUMO

Modern ideas of embodiment have been influential in cognitive science for the past several decades, yet there is minimal evidence of embodied cognition approaches in creativity research or pedagogical practices for teaching creativity skills. With creativity research in crisis due to conceptual, methodological, and theoretical issues, radical embodied cognitive science (RECS) may offer a framework to move the field forward. This conceptual analysis examines the current state of creativity research from the 4E (embodied, embedded, enactive, and extended) cognition and RECS perspectives. Two streams are critiqued for their potential to further knowledge about the development of creative expertise and inform educational practices. Promising directions for future research is discussed, including ways dynamical systems approaches, such as those used in improvisational and musical creativity, might yield new insights about how people develop creative expertise and help address the "higher order thinking" criticisms of RECS.

4.
Front Psychol ; 6: 1978, 2015.
Artigo em Inglês | MEDLINE | ID: mdl-26779087

RESUMO

Memoires by eminently creative people often describe architectural spaces and qualities they believe instrumental for their creativity. However, places designed to encourage creativity have had mixed results, with some found to decrease creative productivity for users. This may be due, in part, to lack of suitable empirical theory or model to guide design strategies. Relationships between creative cognition and features of the physical environment remain largely uninvestigated in the scientific literature, despite general agreement among researchers that human cognition is physically and socially situated. This paper investigates what role architectural settings may play in creative processes by examining documented first person and biographical accounts of creativity with respect to three central theories of situated cognition. First, the embodied thesis argues that cognition encompasses both the mind and the body. Second, the embedded thesis maintains that people exploit features of the physical and social environment to increase their cognitive capabilities. Third, the enaction thesis describes cognition as dependent upon a person's interactions with the world. Common themes inform three propositions, illustrated in a new theoretical framework describing relationships between people and their architectural settings with respect to different cognitive processes of creativity. The framework is intended as a starting point toward an ecological model of creativity, which may be used to guide future creative process research and architectural design strategies to support user creative productivity.

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