This paper provides a general overview on different perspectives and studies on social cohesion, offers a definition of social cohesion that is deeply rooted in current literature, and provides a framework that can be used to characterize social cohesion and help support resilient cities. The framework highlights the factors that play a substantial role in enabling social cohesion, and shows from which perspectives it can be fostered.
Purpose This paper explores participants' perceived benefits and costs that influence the quantity and the quality of voluntary participation in knowledge networks in a resources-constrained economy. Design/methodology/approach A conceptual model of perceived benefits and costs of knowledge sharing is designed on the basis of literature. The influence of perceived benefit and cost on perceived quantity and quality of knowledge sharing are assessed on the basis of a survey with 283 participants in a business context within a resourcerestrained economy. Findings The results indicate that reputation, reciprocity, and altruism are perceived to benefit quantity of participation, while reciprocity, altruism, and knowledge self-efficacy are perceived to benefit the quality of participation in knowledge networks. Effort and time have a negative impact on both quantity and quality of participation in knowledge sharing. Research limitations/implications This study provides insights into the factors that influence acceptance and use of knowledge networks, and can thus influence business policies. Originality/value This exploratory study explores both perceived benefits and costs of participation in knowledge sharing in a resource-constrained economy.
Background. The use of simulation games for complex systems analysis and design has been acknowledged about 50 years ago. However, articles do not combine all salient factors for successful simulation games, and often stem from a clear view of one particular field of science only. With combining multiple disciplines, connect analysis and design as well as research and practice, we provide deep insights in design and use of simulation games.Aim. This article analyzes the design and evaluation process of a variety of game-based projects and activities, using existing scientific concepts and approaches, in order to establish games as a valid research tool. Our focus lies on the approach towards the use of games as design instrument; using them as an intervention in a larger, complex context, in order to design this context. With our contribution, we aim at providing insights and recommendations on the design and use of games as valid research tools, the limitations of this use, possible pitfalls, but also best practices.Method. We carried out a literature review of related work to identify the most important scientific concepts related to our approach of game design. Further use of combined quantitative and qualitative case study analyses highlights the design process and results of our own game studies.Results. The analyses yielded a consolidated conceptualization of simulation games as research instruments in complex systems analysis and design. The results also include methods for the evaluation of simulation games, additional evaluation methods, and limitations to use simulation games as research instruments.Conclusions. We propose guidelines for using simulation games as research instruments that may be of value to practitioners and scientists alike.Recommendation. We recommend practitioners and scientists to apply the guidelines presented here in their efforts to analyze and design complex systems.
In clinical practice, upper extremity motor impairments are commonly assessed with disease-specific, subjectively scored and low-resolution rating scales that often do not consider the variations in tasks and environment that are essential aspects of daily life. Augmented reality (AR) systems with contactless tracking of the hand and upper body offer opportunities for objective quantification of motor (dys)function in a challenging, engaging and patient-tailored environment. In this study, we explore the potential of AR for evaluating 1) speed and goal-directedness of movements within the individually determined interaction space, 2) adaptation of hand opening to objects of different sizes, and 3) obstacle avoidance in healthy individuals (N = 10) and two highly prevalent neurological conditions (N = 10 patients with Parkinson’s Disease and N = 10 stroke patients). We successfully implemented three AR games to evaluate these key aspects of motor function. As expected, PD patients moved slower than controls and needed more time for task completion. No differences were observed between stroke patients and controls, perhaps because motor impairments in this patient group were relatively mild. Importantly, usability of our AR system was good and considerably improved compared to our previous study due to more natural and patient-tailored interaction. Although our findings testify to the potential of AR for assessing motor impairments in patients with neurological conditions and provide starting points for further improvement, there are still many steps to be taken towards application in clinical practice.Electronic supplementary materialThe online version of this article (10.1007/s10916-018-1100-9) contains supplementary material, which is available to authorized users.
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