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Virtual reality environments are increasingly being used to encourage individuals to exercise more regularly, including as part of treatment in those with mental health or neurological disorders. The success of virtual environments likely depends on whether a sense of presence can be established, where participants become fully immersed in the virtual environment. Exposure to virtual environments is associated with physiological responses, including cortical activation changes. Whether the addition of a real exercise within a virtual environment alters sense of presence perception, or the accompanying physiological changes, is not known. In a randomized and controlled study design, trials of moderate-intensity exercise (i.e. self-paced cycling) and no-exercise (i.e. automatic propulsion) were performed within three levels of virtual environment exposure. Each trial was 5-min in duration and was followed by post-trial assessments of heart rate, perceived sense of presence, EEG, and mental state. Changes in psychological strain and physical state were generally mirrored by neural activation patterns. Furthermore these change indicated that exercise augments the demands of virtual environment exposures and this likely contributed to an enhanced sense of presence.
The steadily decreasing prices of display technologies and computer graphics hardware contribute to the increasing popularity of multiple-display environments, like large, high-resolution displays. It is therefore necessary that educational organizations give the new generation of computer scientists an opportunity to become familiar with this kind of technology. However, there is a lack of tools that allow for getting started easily. Existing frameworks and libraries that provide support for multi-display rendering are often complex in understanding, configuration and extension. This is critical especially in educational context where the time that students have for their projects is limited and quite short. These tools are also rather known and used in research communities only, thus providing less benefit for future non-scientists. In this work we present an extension for the Unity game engine. The extension allows – with a small overhead – for implementation of applications that are apt to run on both single-display and multi-display systems. It takes care of the most common issues in the context of distributed and multi-display rendering like frame, camera and animation synchronization, thus reducing and simplifying the first steps into the topic. In conjunction with Unity, which significantly simplifies the creation of different kinds of virtual environments, the extension affords students to build mock-up virtual reality applications for large, high-resolution displays, and to implement and evaluate new interaction techniques and metaphors and visualization concepts. Unity itself, in our experience, is very popular among computer graphics students and therefore familiar to most of them. It is also often employed in projects of both research institutions and commercial organizations; so learning it will provide students with qualification in high demand.
The phenomenon of the deviation between purchase attitudes and actual buying behaviour of responsible consumers is called the attitude-behaviour gap. It is influenced by individual, social and situational factors. The main purchasing barriers for sustainable (organic) food are price, lack of immediate availability, sensory criteria, lack or overload of information as well as the low-involvement feature of food products in conjunction with well-established consumption routines, lack of transparency and trust towards labels and certifications. The last three barriers are mainly of a psychological nature. Especially the low-involvement feature of food products due to daily purchase routines and relatively low prices tends to result in fast, automatic and subconscious decisions based on a so-called human mental system 1, derived from Daniel Kahneman’s (Nobel-Prize laureate in Behavioural Economics) model in behavioural psychology. In contrast, the human mental system 2 is especially important for the transformations of individual behaviour towards a more sustainable consumption. Decisions based on the human mental system 2 are slow, logical, rational, conscious and arduous. This so-called dual action model also influences the reliability of responses in consumer surveys. It seems that the consumer behaviour is the most unstable and unpredictable part of the entire supply chain and requires special attention. Concrete measures to influence consumer behaviour towards sustainable consumption are highly complex. Reviews of interdisciplinary research literature on behavioural psychology, behavioural economics and consumer behaviour and an empirical analysis of selected countries worldwide with a view to sustainable food are presented. The example of Denmark serves as a ‘best practice’ case study to illustrate how sustainable food consumption can be encouraged. It demonstrates that common efforts and a shared responsibility of consumers, business, interdisciplinary researchers, mass media and policy are needed. It takes pioneers of change who succeed in assembling a ‘critical mass’ willing to increase its ‘sustainable’ behaviour. Considering the strong psychological barriers of consumers and the continuing low market share of organic food, proactive policy measures would be conducive to foster the personal responsibility of the consumers and offer incentives towards a sustainable production. Also, further self-obligations of companies (Corporate Social Responsibility – CSR) as well as more transparency and simplification of reliable labels and certifications are needed to encourage the process towards a sustainable development.
Digitales Geld
(2015)
Simultaneous multifrequency radio observations of the Galactic Centre magnetar SGR J1745-2900
(2015)
Although much effort is made to prevent risks arising from food, food-borne diseases are an ever-present threat to the consumers’ health. The consumption of fresh food that is contaminated with pathogens like fungi, viruses or bacteria can cause food poisoning that leads to severe health damages or even death. The outbreak of Shiga Toxin-producing enterohemorrhagic E. coli (EHEC) in Germany and neighbouring countries in 2011 has shown this dramatically. Nearly 4.000 people were reported of being affected and more than 50 people died during the so called EHEC-crisis. As a result the consumers’ trust in the safety of fruits and vegetables decreased sharply.