This review is the first step in a long-term research project exploring how social robotics and AI-generated content can contribute to the creative experiences of older adults, with a focus on collaborative drawing and painting. We systematically searched and selected literature on human-robot co-creativity, and analyzed articles to identify methods and strategies for researching co-creative robotics. We found that none of the studies involved older adults, which shows the gap in the literature for this often involved participant group in robotics research. The analyzed literature provides valuable insights into the design of human-robot co-creativity and informs a research agenda to further investigate the topic with older adults. We argue that future research should focus on ecological and developmental perspectives on creativity, on how system behavior can be aligned with the values of older adults, and on the system structures that support this best.
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Educational innovations often tend to fail, mainly because teachers and school principals do not feel involved or are not allowed to have a say. Angela de Jong's dissertation shows the importance of school principals and teachers leading 'collaborative innovation' together. Collaborative innovation requires a collaborative, distributed approach involving both horizontal and vertical working relationships in a school. Her research shows that teams with more distributed leadership have a more collaborative 'spirit' to improve education. Team members move beyond formal (leadership) roles, and work more collectively on school-wide educational improvement from intrinsic motivation. De Jong further shows that school principals seek a balance in steering and providing space. She distinguished three leadership patterns: Team Player, Key Player, Facilitator. Team players in particular are important for more collaborative innovation in a school. They balance between providing professional space to teachers (who look beyond their own classroom) and steering for strategy, frameworks, boundaries, and vision. This research took place in schools working with the program of Foundation leerKRACHT, a program implemented by more than a thousand schools (primary, secondary, and vocational education). The study recommends, towards school principals and teachers, and also towards trainers, policymakers, and school board members, to reflect more explicitly on their roles in collaborative innovation and talk about those roles.
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In the fall of 1999, an international integrated product development pilot project based on collaborative engineering was started with team members in two international teams from the United States, The Netherlands and Germany. Team members interacted using various Internet capabilities, including, but not limited to, ICQ (means: I SEEK YOU, an internet feature which immediately detects when somebody comes "on line"), web phones, file servers, chat rooms and Email along with video conferencing. For this study a control group with all members located in the USA only also worked on the same project.
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Abstract from the authors: "In this paper we discuss our experiences of facilitating collaborative creative activities within healthcare. The study consists of a larger case study on innovation scouting with the staff at the emergency room backed up by a series of seven retrospective mini-case studies. By means of discussing our experiences we identify some insights and challenges. Challenges for design facilitators working in this domain relate to: 1) dealing with the clash of professional eco-systems, the informal designers’ way of working with the formal and procedural healthcare operations; 2) Positioning yourself ‘at the right table’ in order to find backing for concepts; and, 3) steering the intertwined processes of developing strategic direction and concrete products and services on the floor." Tanja van der Laan is spatial designer, lecturer and researcher, creative research group HKU Design (Hogeschool voor de Kunsten Utrecht).
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In the fall of 1999, we started, the Integrated Product Development- Collaborative Engineering ( IPD-CE) project as a first pilot. We experimented with modern communication technology in order to find useful tools for facilitating the cooperative work and the contacts of all the participants. Teams have been formed with engineering students from Lehigh University in the US, the Fontys University in Eindhoven, The Netherlands and from the Otto-von-Guericke University in Magdeburg, Germany. In the fall of 2000 we continued and also cooperated with the Finnish Oulu Polytechnic. It turned out that group cohesion stayed low (students did not meet in real life), and that Internet is not mature enough yet for desktop video conferencing. Chatting and email were in these projects by far the most important communication media. We also found out that the use of a Computer Support for Cooperative Work (CSCW) server is a possibility for information interchange. The server can also be used as an electronic project archive. Points to optimise are: 1. We didn't fully match the complete assignments of the groups; 2. We allowed the groups to divide the work in such parts that those were developed and prototyped almost locally; 3. We haven't guided the fall 2000 teams strong enough along our learning curve and experiences from previous groups. 4. We didn't stick strong enough to the, by the groups developed, protocols for email and chat sessions. 5. We should facilitate video conferencing via V-span during the project to enhance the group performance and commitment.
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Collaborative Online International Learning (COIL) is often framed as an example of a broader practice known as Virtual Exchange (VE). The term Virtual Exchange has increasingly been used as an attempt to unify a fragmented field of Higher Education practice and is often used interchangeably with the term COIL. However, the design of COIL, with its strong focus on collaborative and intercultural learning, is often very different to other VE initiatives. Labelling all VE initiatives, including COIL, generally as VE, can lead to both educators and researchers having difficulty identifying and distinguishing COIL. Therefore, the purpose of this paper is to provide a critical review of VE and define COIL and its key characteristics. This article also describes how theory can inform practice and explains why continued interchangeable use of the term COIL with the umbrella term Virtual Exchange is unhelpful for future research and practice.
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Bipolar disorder is a severe mental illness with serious consequences for daily living of patients and their caregivers. Care as usual primarily consists of pharmacotherapy and supportive treatment. However, a substantial number of patients show a suboptimal response to treatment and still suffer from frequent episodes, persistent interepisodic symptoms and poor social functioning. Both psychiatric and somatic comorbid disorders are frequent, especially personality disorders, substance abuse, cardiovascular diseases and diabetes. Multidisciplinary collaboration of professionals is needed to combine all expertise in order to achieve high-quality integrated treatment. 'Collaborative Care' is a treatment method that could meet these needs. Several studies have shown promising effects of these integrated treatment programs for patients with bipolar disorder. In this article we describe a research protocol concerning a study on the effects of Collaborative Care for patients with bipolar disorder in the Netherlands.
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This position paper is part of a long-term research project on human-machine co-creativity with older adults. The goal is to investigate how robots and AI-generated content can contribute to older adults’ creative experiences, with a focus on collaborative drawing and painting. The research has recently started, and current activities are centred around literature studies, interviews with seniors and artists, and developing initial prototypes. In addition, a course “Drawing with Robots”, is being developed to establish collaboration between human and machine learners: older adults, artists, students, researchers, and artificial agents. We present this courseas a learning community and as an opportunity for studying how explainable AI and creative dialogues can be intertwined in human-machine co-creativity with older adults.
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In this study it was hypothesized that collaborative learning in international higher education contributes to the development of intercultural competence. Two hundred and fifty-two students of an international business and management study programme of a Dutch university participated in two surveys on collaboration in a group learning activity and one survey on their development of intercultural competence. Additionally, three groups of four to six students took part in focus group interviews. The results indicated that when students perceive that the group process improves, the quality of the collaboration in terms of verbal interaction and equal contribution will also improve. Furthermore, the results revealed that a higher perceived quality of the collaboration relates to an increasing development of intercultural competence. The findings are discussed and related to implications for the use of group learning activities in international higher education. https://doi.org/10.1177/1028315319826226
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Purpose To examine the factors that influence the effective execution of a collaborative care program (CCP) for patients with severe personality disorders. Design and Methods A multiple case study using qualitative research methods. Findings Three factors were identified as influencing the execution process: (a) the context in which the CCP was executed, (b) the patient population, and (c) the individual application of the CCP by nurses. +Practice Implications The prominent position of mental health nurses in complex intervention programs such as CCPs poses new challenges for them in making these programs work. A CCP could be a useful intervention for patients with severe personality disorders because it offers the necessary structure in treatment.
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