On the 13th and 14th of June 2024, more than 60 consortium members of Stress in Action gathered on Leusderheide, Amersfoort. This was our second annual two-day meeting. And it was a special one. Last year in June we hosted the first consortium meeting, where many members got to know each other and were able to establish new ties for cooperation and knowledge exchange. This year’s meeting was no longer about getting to know each other, but the bonds were strengthened and especially on a social level, these days were inspiring.
This year’s focus was on progress report. Research Themes and Support cores had a chance to present their progress and highlights of the past year and discuss their steps for the coming year. A great way for each group to showcase their project(s).
The juniors of RT1 showed their progress and their contribution to the stress wiki and SiA manifesto in short presentations.
Thursday afternoon there was time for the junior researchers and senior researchers to break out into groups and discuss general matters in the consortium.
In the evening, it was time for a good dinner and a competitive game night. Dominated by fanaticism and socializing.
In a consultation meeting on Friday, the members of the DASC further elaborated and explained what the DASC does and how the consortium can make best use of the knowledge and expertise of the members of the DASC.
On Friday morning, we were inspired by an expert talk by Prof. Ulrich Ebner-Priemer. Visiting us from Germany, prof. Ebner-Priemer demonstrated the importance (and difficulty) of aligning ambulatory assessments with the expected timescale of the relevant daily life processes. Additionally he demonstrated the use of various forms of event-triggered EMA in mental health research.
We concluded the days with an interactive session by RT2. We got an update on the SiA Wearables Database and through use cases all consortium members could actually test the first version of the database themselves. Following that, there was a showcase of two wearables combined with Virtual reality.