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REALITIES in Health Disparities: Researching Evidence-based Alternatives in Living, Imaginative, Traumatised, Integrated, Embodied Systems
Introduction: Under the backdrop of pervasive health inequalities, public health professionals, researchers and non-academic partners in the United Kingdom are mobilising to understand how and in what ways community assets can address health disparities at scale in complex systems. While there is recognition that cultural, natural and community resources can improve health outcomes, these are unequally dispersed with lack of integration in communities and health and social care systems. Researching Evidence-based Alternatives in Living, Imaginative, Traumatised, Integrated, Embodied Systems (REALITIES) is a participatory action research Scottish consortium of 57 with established community asset hubs in five localities with strong relationships uniting conflicting ways of seeing the world. Our collective of lived and felt experience community members, community-embedded researchers, academics and non-academics draws upon a variety of practices, methods, datasets and philosophies to expand existing approaches to tackling health inequalities.
Methods: We present conceptual and theoretical underpinnings for our co-produced systems-level model and empirical findings from testing REALITIES across three disadvantaged localities (November 2022, ongoing). After explaining the context that led to the development of the new scalable REALITIES model for integrated public systems to interface with ‘assets’, we detail philosophical pillars and guiding principles for our model and how we applied these mechanisms to explain how integrated partnership working can lead to improved health outcomes across multiple public systems.
Results: We present a meta-analysis from co-producing and testing the model, showing how measuring change in complex public systems involves critical investigation of People, Process, Place, Price, Power and Purpose. Our critique reflects on power imbalances and inequities in Research-practice-Policy (RPP) partnerships and suggestions for how to nurture healthy ecosystems: overcoming barriers and enabling participation; reflecting on challenges of scaling up, testability and complexity of RPP partnerships; moving from siloed learning to transdisciplinary collaboration in practice; ensuring knowledge exchange has direct impact on communities and frontline practitioners; embedding relational ethics and safeguarding into daily practice.
Discussion: We propose the REALITIES model to unite alternative, sometimes conflicting, ways of thinking about public systems and community assets by continuously reflecting on entanglements between different assumptions about knowledge, reality, evidence, and unnecessary binaries between creative methodologies and scientific method
Catalonia and Scotland: Paths Towards the Right to Care
On 16th December 2023, the Catalan Right to Care Network together with The School of Innovation and Technology in Glasgow School of Art held an International Exchange on the Right to Care. The aim was to foster learning and sharing of experiences between Catalonia and Scotland as both embark on a journey towards ensuring a rights based approach to care in the development of their respective national care systems. The event was attended by a wide range of participants from civil society, public sector and government, independent sector, third sector and academia. It specifically focused on how the voices of those involved in providing care can be integrated in the co-design of national care systems to ensure they meet the needs of those providing and receiving care. Synergies and learnings from experiences of those providing care in Catalonia and Scotland, and key focus areas for future work have been identified and summarised in this article
Exploring the role of Virtual Reality technology to support the development of creative practice in visual arts education: an in-depth case study of graffiti art
This PhD study explores the role of virtual reality (VR) technology in supporting practice-based learning in contemporary art education; with specific reference to the practice of graffiti art. Graffiti art is an art form that evolved from graffiti, emphasising aesthetic value and artistic creation, often incorporating a wide range of painting techniques and intricate designs. As graffiti art has gained public recognition and become a mainstream art genre, the development of VR technology has introduced new approaches to its practice. However, existing VR graffiti simulators and other VR painting tools can enable people to practice graffiti art and create artworks, but cannot make people learn the knowledge of graffiti and understand graffiti art as a genre. Currently, there is little to no research that combines the three fields of graffiti art, art education and VR technology. In this study, a new VR Graffiti Learning Tool has been developed for education purposes and to establish an innovative learning system supported by VR technology, which aims to facilitate participants’ acquisition of practice-based skills, provide an aesthetic experience, and promote more effective uses of VR technology in art education. The study seeks to evaluate in what ways can VR technology be developed and used as both a platform and a tool to support the learning and practice of graffiti virtually. Through the combination of arts-based methods and social science methods such as observation, practical experiments, video recording and interviews, the research explores the potential and impact of VR technology in practice-led educational contexts. The study interviewed people who are engaged in graffiti-related work to identify key themes and invited participants to evaluate the VR Graffiti Learning Tool twice. The results show that the application of VR technology eliminated obstacles and hassles in graffiti art learning and practice and avoided the costs and potential risks of art creation and practice. More importantly, VR technology has potential advantages in facilitating art learning and practice in learning and teaching activities, particularly in terms of the art’s accessibility, motivation to learn and knowledge acquisition. The research results help to enhance the role and application of VR technology in immersive learning experiences, game-based learning, and visual art education; and have the potential to act as an innovative new method of graffiti art production and display
Hysterical correspondence: A play for voices
Set as a series of psychoanalytic sessions and presented as part case study and part transcript, Hysterical Correspondence; A play for voices is a fictional correspondence between a hysterical protagonist named Ms. B, her analyst S.E.B. and Dr Y, an academic who specializes in fine art critical and contextual studies. The three voices are indicated by three different fonts and colours. By the end of the article, it becomes clear that all three voices belong to the same woman.
This article questions whether an art practice that functions as a site of performance of hysterical symptoms can be useful as a form of release in the place of bodily symptoms? Can an art practice exist as a symptom of hysteria and if so, can this artwork, which is an act of refusal, be put to good use within feminist research to enable greater understanding of hysteria, and to reduce dismissive rhetoric around the female experience
LTA Connect: Compassionate Pedagogies - Compassionate feedback: how to reduce inequity in our feedback practices
Over the past few years, there has been an increasing awareness of the need to enact social justice and to address student and staff well-being in in higher education. As a sector we have been encouraged to re-think normative practices and to re-design educational pedagogies and policies that can cause harm to the individuals we want to support. In this session, the speakers introduce their research from the QAA Collaborative Enhancement Project Belonging through Assessment: Pipelines of Compassion. They will introduce compassion as a guiding principle and compassionate feedback as a way to nurture belonging, relationality and trust in our assessment contexts. During the session participants had the opportunity to apply theory to their own context and leave with practical actions that they can implement with their teaching
Technology of the time
This exhibition is showing two new artist bookworks in Bower Ashton Library at the University of West of England.
The books are based on two different responses to warfare from very different times, almost 2000 years apart but focussing on the technology of each of their times.
Lilia looks at the Roman army's defence mechanism to break up any attack on the Antonine Wall, using a pattern of defensive pits riddled with sharpened stakes to impale any attackers.
Bang, Bang, you're dead investigates the amount of information broadcast on primetime news bulletins and the desensitisation that we as viewers have undergone over a period of time. What would once be too graphic for our news consumption is now broadcast on a daily basis with little intervention to cover up the atrocities of war
Perspectives: Richard Long's A Line Made By Walking
A short film made by the National Galleries of Scotland, in conversation with Stephanie Strain, Senior Curator of Modern and Contemporary Art at the National Galleries of Scotland in Edinburgh.
"In this episode of Perspectives, artist, writer and lecturer Amanda Thomson joins Stephanie Straine, in front of an artwork at the National Galleries of Scotland that caught her eye — A Line Made by Walking, by Richard Long (1967).
This is one of many conversations, offering fresh perspectives on artworks in our galleries. Brilliant creative thinkers choose a work they love and share their way of seeing art and our world.
Amanda Thomson is a visual artist and writer who is also a lecturer at the Glasgow School of Art. Originally trained as a printmaker, her interdisciplinary work is often about notions of home, movements, migrations, landscapes and the natural world and how places come to be made.
Controllerless Control: A Review of Peripheral Technologies for VR Veterinary Spinal Tap Training
Across veterinary education, students are required to develop complex clinical skills and in-depth knowledge of diagnostic techniques to achieve the best possible outcome for patient care. One of which is the process of cerebrospinal fluid (CSF) collection, vital for the diagnosis of disease progression of animal neurological disease and degeneration. Ethical and educational barriers across this industry such as access to ethically sourced specimens and a lack of education resources have neglected clinical skill development across the veterinary curriculum, resulting in fatal consequences for animal welfare. The use of virtual reality (VR) has been researched as a supplementary educational tool, providing a platform to visualise abstract concepts in knowledge acquisition, however, little empirical data regarding the use of fully immersive technology in psychomotor training for clinical skills and the parameters that impact this acquisition process currently exists. This study developed a simulation development pipeline for providing insights regarding interaction paradigms and associated factors that improve or hinder technical skill acquisition across virtual skill training. This was achieved via the design and assessment of a VR CSF sampling training simulator. Despite the current consensus of hand tracking presenting a sense of dissonance in immersive environments, findings from this study found that hand tracking was objectively perceived to be the most immersive paradigm compared to controller-based interactions, providing a more valid experience for transferable psychomotor skills Findings from this study propose a potentially safe and ethical solution for repeated practice and refinement of veterinary skills, however, more research should be conducted to understand the impact of high versus low fidelity of VE’s and their contribution to skill development, independent of the interaction paradigm
ECG-in-AR: enhancing learner comprehension of cardiac electrophysiology using an augmented reality mobile application
An electrocardiograph (ECG) consists of an assessment of cardiac electrophysiology and a complex diagnostic of heart health. During emergency situations, a high degree of importance is assigned to ECG interpretation. As first responders, ambulance personnel need a strong understanding of the ECG to assess a patient’s needs quickly and accurately. However, the cardiac electrophysiology of an ECG is an intangible and complex system with clinical indicators commonly deemed difficult to comprehend. Interpretation remains an ongoing challenge for new and experienced paramedics and novel ways to support interpretation are needed. An interactive Augmented Reality mobile application which conveys a 3D anatomical heart model alongside varying clinical ECG presentations to enhance user knowledge of cardiac electrophysiology, was developed. The usability and effectiveness of the application was tested on a cohort of newly qualified paramedics (NQP’s) in the SAS, using the System Usability Scale, and comparing initial and post intervention knowledge of ECG interpretation. Ten NQP’s agreed to participate. Knowledge significantly increased an average of 22% from pre- (M = 4.8 ± 1.62) to post-test (M = 7.0 ± 1.49) scoring. The application received an average usability score of 82.8, 24.8 points higher than the SUS standardised reference benchmark of 68. Improving interpretation of ECG may improve paramedics’ diagnostic accuracy and therefore impact positively on patient outcome. Our experimental findings suggest the current efficacy of the application in facilitating user knowledge and support recommendations for future research. Though, further testing is needed to confirm the current trends and validate the application in a medical context
Spider
An unconventional bookwork that exists in the physical space of a custom software program. Upon execution a small amount of the processing power of the hosting machine is being re-directed to connect over an HTTP protocol to a custom network of radios distributed in Continental Europe. The bookwork is accompanied by a card that explains the context and is offered in a sterile anti-static envelope. The work asks questions about privacy, and the role of private networks and public networks and ultimately seeks to allow the reader / user to affect and assert their own agency in a landscape of subtle and invisible networks of power. The work is produced in an edition of 50 units. The sales of all proceedings are going towards humanitarian aid in active warzones.
5x7 inch card and 3.5 Floppy disk in sterile packaging,
containing one pair of gloves and desiccant gel packet
A5 Siz