Following the Sector Protocol for Quality Assurance for Practice-Based.Contributors Academy for AI, Games and Media:Mata Haggis Burridge (prof. EG), Qiqi Zhou, Hillevi Boerboom, Maria Pafi (postdoc, WuR), Alexander van Buggenum, Ella Betts, Wilma Franchimon (dir. AGM), Nick van Apeldoorn (Coord.Digireal), Harald Warmelink (Coord. Cradle & MSP Challenge), Magali Patrocínio Gonçalves, Ard Bonewald (MT Games), Marin Hekman, Marie Lhuissier, Carlos Santos (CTO Cradle), Jeremiah van Oosten (MT, games), Kevin Hutchinson, Frank Peters (MT ADS&AI), Bram Heijligers, Joey Relouw, Marnix van Gisbergen (Prof. DMC), Shima Rezaei Rashnoodi (Coord. DMC), Phil de Groot, Igor Mayer (prof. SG), Niels Voskens, Fabio Ferreira da Costa Campos, Tuki Clavero, Jens Hagen, Wilco Boode, Natalia Harazhanka-Pietjouw (PPC), Jacopo Fabrini & Silke Hassreiter.
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The report from Inholland University is dedicated to the impacts of data-driven practices on non-journalistic media production and creative industries. It explores trends, showcases advancements, and highlights opportunities and threats in this dynamic landscape. Examining various stakeholders' perspectives provides actionable insights for navigating challenges and leveraging opportunities. Through curated showcases and analyses, the report underscores the transformative potential of data-driven work while addressing concerns such as copyright issues and AI's role in replacing human artists. The findings culminate in a comprehensive overview that guides informed decision-making in the creative industry.
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In 2021, Breda University of Applied Sciences – 7,000 students in the domains of Hotel Management, Facility Management, Games, Media, Logistics, Built Environment, Leisure & Events, and Tourism –discussed the impact of the emerging developments of immersive technologies (VR, AR, AI, Digital Twins) within the sectoral industries.This project, DigiReal – Digital Realities (DR) for Smart Industries - aimed to look beyond the diversity and variety of individual use cases to develop valuable concepts and innovations in methodologies and lab infrastructure, discussing questions: how do we create, use and experience DR sensibly, meaningfully, and responsibly?This report contains a coherent summary of the project with a lot of (domain) examples and technological developments. As a result, this report contains a BUas-wide research agenda on Digital Realities with a framework of overall, generic research questions, methodologies and ecosystems. This research has been financed by Regieorgaan SIA, part of the Dutch National Funding Organisation for Scientific Research (NWO)
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© Springer International Publishing AG 2016. A serious game needs to combine a number of different aspects to help the end user in reaching the desired effects. This requires incorporating a broad range of different aspects in the design, stemming from a broad range of different fields of expertise. For designers, developers, researchers, and other stakeholders it is not straightforward how to organize the design and development process, to make sure that these aspects are properly addressed. In this chapter we will discuss a number of ways of organizing the design and development process and various models that support specific design decisions during this process, concluding with a discussion of design patterns for serious games.
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SMILES is an international project where six organisations from three countries are collaborating to develop and test innovative approaches to combating the spread of fake news. The project is led by KB, the National Library of the Netherlands and the other partners are the Institute of Sound and Vision and The Hague University of Applied Sciences from the Netherlands, Fundación Goteo/Platoniq from Spain, and Public Libraries 2030 and the Media and Learning Association both of whom will focus on the situation in Belgium. In this article I would like to report on the main results from the baseline study that was carried out in recent months regarding the spread of disinformation in Belgium, the Netherlands and Spain, and existing measures and interventions that have taken place in those countries in combating such disinformation. Detailed reports for each country can be found on the project website.
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Elk jaar wordt een afgelegen locatie, zoals een eiland, getransformeerd tot een internationale ontmoetingsplaats waar workshops over kunst, media, gaming, wetenschap, technologie en duurzame innovatie worden gegeven. De uitwisselingsweek is transdisciplinair en stimuleert dialoog en actieve interactie tussen studenten, docenten, gastartiesten en deelnemende bezoekers, wat uiteindelijk leidt tot een klein festival. De publicatie 'Crisis! Re/Constructing Europe' gaat over de Island CQ editie die plaatsvond in Hongarije van 1 tot 13 mei, 2013. Tijdens de voorbereidingen van deze editie werden de media en het politieke debat beheerst door de financiële crisis in Europa. Elk land heeft een andere geschiedenis en dus een unieke relatie met Europa. Dit bracht de vraag naar boven wat de crisis eigenlijk betekende voor de mensen in verschillende Europese landen, en hoe ieder daar op zijn eigen manier mee omging.
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Maritime Spatial Planning (MSP) is a politically guided and stakeholder-driven process involving a range of actors (i.e., planners, stakeholders, scientists, and citizens). Theories of boundary objects offer a lens to understand how actors, in the context of decision and policy-making in organizations, can coordinate without consensus. This seems particularly relevant when institutions and communities are relatively young, and the body of knowledge is fragmented and fluid, such as in the case of MSP. A key question is whether, and how boundary objects can be intentionally designed and used to facilitate social and policy learning in such communities. In this research, the focus is on the use of the MSP Challenge serious games as a boundary object to facilitate learning in ‘Communities of Practice’ (CoP) around MSP. Data were collected through questionnaires of 62 MSP Challenge workshops between 2016 and 2020 with more than 1100 participants. Additionally, 33 interviews with key stakeholders were conducted. The findings show that the MSP Challenge is widely used for various goals and in various settings and that they are interpreted differently by different users. The success of the MSP Challenge relies on the boundary space in which it is implemented, taking into account discrepancies in learning due to variations in the backgrounds and attitudes of the participants towards the object, the activity, and the setting in which it is deployed.
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