The planning and design of an inland container terminal is a complex task due to many interrelated design parameters and interdependent stakeholders. Design tools may support the optimization of technical, economic and logistical values, but this optimization is strongly inhibited by conflicting interests, political and environmental boundaries and strategic stakeholder behavior. The main research question in this contribution is: how can visualization-simulation tools be used in an early stage of complex inter-organizational decision-making on infrastructures in such a way that it enhances the quality and progress of this decision-making? A collaborative design environment was developed for the early phase of inter-organizational decision-making. In the gaming-simulation 'containers a drift', a number of public and private stakeholders try to reach initial agreement on an inland container terminal. A team of process-managers facilitate a collaborative design process and set up a number of ground rules for negotiation. A visualization-simulation tool is used to explore the various technical, economic, political and spatial issues. While negotiating on issues such as location and size of the terminal, small groups of stakeholders interactively draw several terminal layouts. Logistical and economic data, e.g., on ships, containers and costs are entered in a database. The terminal's performance and its dynamic behavior is simulated and assessed. The game was played in three sessions with a total number of 77 students. The evaluation results indicate that the various tools are easy to work with, greatly contribute to the quality and process of negotiation and generate mutual understanding.
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A building block approach to simulation uses modules that are easily reusable and therefore speed up the simulation process. The authors assume that this approach can enhance complex decision making between stakeholders on infrastructure planning and design. The authors combined insights from process management and a simulation building block approach into an experimental interactive decision-making procedure and developed a simulation building block tool. The authors tested the procedure and the tool in the game CONTAINERS ADRIFT. Evaluation results indicate that the simulation tool is fast and easy to work with and that the combination of simulation building blocks and process management contributes to the quality and process of negotiation and generates mutual understanding.
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Both gaming and group (decision) support systems (GDSS) are frequently used to support decision-making and policymaking in multi-actor settings. Despite the fact that there are a number of ways in which gaming and GDSS can be used in a complementary manner, there are only sporadic examples of their combined use. No systematic overview or framework exists in which GDSS are related to the functions of gaming or vice versa. In this article, we examine, why, how and for what purpose GDSS can be used to enrich and improve gaming simulation for decision support, and vice versa. In addition to a review of examples found in the literature, four games are discussed where we combined gaming and GDSS for complex decision-making in a multi actor context: INCODELTA, a game about transportation corridors; INFRASTRATEGO, a game about a liberalizing electricity market; CONTAINERS A DRIFT, a game about the planning of a container terminal, and; DUBES, a game about sustainable urban renewal. Based on the literature and these four experiences, a classification is presented of (at least) four ways in which GDSS and gaming can be used in a complementary or even mutually corrective, manner: the use of GDSS for game design, for game evaluation, for game operation and the use of gaming for research, testing and training of GDSS.
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Abstract: Climate change is related with weather extremes, which may cause damages to infrastructure used by freight transport services. Heavy rainfall may lead to flooding and damage to railway lines, roads and inland waterways. Extreme drought may lead to extremely low water levels, which prevent safe navigation by inland barges. Wet and dry periods may alternate, leaving little time to repair damages. In some Western and Middle-European countries, barges have a large share in freight transport. If a main waterway is out of service, then alternatives are called for. Volume- and price-wise, trucking is not a viable alternative. Could railways be that alternative? The paper was written after the unusually long dry summer period in Europe in 2022. It deals with the question: If the Rhine, a major European waterway becomes locally inaccessible, could railways (temporarily) play a larger role in freight transport? It is a continuation of our earlier research. It contains a case study, the data of which was fed into a simulation model. The model deals with technical details like service specification route length, energy consumption and emissions. The study points to interesting rail services to keep Europe’s freight on the move. Their realization may be complex especially in terms of logistics and infrastructure, but is there an alternative?
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It is of utmost importance to collect organic waste from households as a separate waste stream. If collected separately, it could be used optimally to produce compost and biogas, it would not pollute fractions of materials that can be recovered from residual waste streams and it would not deteriorate the quality of some materials in residual waste (e.g. paper). In rural areas with separate organic waste collection systems, large quantities of organic waste are recovered. However, in the larger cities, only a small fraction of organic waste is recovered. In general, citizens dot not have space to store organic waste without nuisances of smell and/or flies. As this has been the cause of low organic waste collection rates, collection schemes have been cut, which created a further negative impact. Hence, additional efforts are required. There are some options to improve the organic waste recovery within the current system. Collection schemes might be improved, waste containers might be adapted to better suit the needs, and additional underground organic waste containers might be installed in residential neighbourhoods. There are persistent stories that separate organic waste collection makes no sense as the collectors just mix all municipal solid waste after collection, and incinerate it. Such stories might be fuelled by the practice that batches of contaminated organic waste are indeed incinerated. Trust in the system is important. Food waste is often regarded as unrein. Users might hate to store food waste in their kitchen that could attract insects, or the household pets. Hence, there is a challenge for socio-psychological research. This might also be supported by technology, e.g. organic waste storage devices and measures to improve waste separation in apartment buildings, such as separate chutes for waste fractions. Several cities have experimented with systems that collect organic wastes by the sewage system. By using a grinder, kitchen waste can be flushed into the sewage system, which in general produces biogas by the fermentation of sewage sludge. This is only a good option if the sewage is separated from the city drainage system, otherwise it might create water pollution. Another option might be to use grinders, that store the organic waste in a tank. This tank could be emptied regularly by a collection truck. Clearly, the preferred option depends on local conditions and culture. Besides, the density of the area, the type of sewage system and its biogas production, and the facilities that are already in place for organic waste collection are important parameters. In the paper, we will discuss the costs and benefits of future organic waste options and by discussing The Hague as an example.
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One of the core elements of the Programme for the International Assessment of Adult Competencies (PIAAC) is a survey of adult skills. The survey measures adults’ proficiency in literacy, numeracy, and problem solving in technology-rich environments. Furthermore, the survey gathers data on how adults use their skills at home, at work and in the wider community. The second cycle of PIAAC will take place in 2021 and 2022. Preparations have started by the Numeracy Expert Group in reviewing the numeracy framework used in the first cycle and designing items which will be used to measure the numerate capabilities and numerate behavior of adults.
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We are well into the 21st century now and the urgency for lifelong learning is growing especially regarding numeracy. There are major societal and policy pressures on education to prepare citizens for a complex and technologized society, in literature referred to as “21st century skills” (Voogt & ParejaRoblin, 2012), “global competences” (OECD, 2016a) or “the 4th industrial revolution” (Schwab, 2016). International research has demonstrated the economic and social value of literacy and numeracy knowledge and skills (Hanushek and Wöbmann, 2012; Grotlüschen, et al. 2016). With respect to numeracy (and/or mathematics) education, we explore the implications of these pressures to the mathematical demands at individuals living and working in modern life, and what is expected from numeracy education as society moves further into the 21st century. New means of communication and types of services have changed the way individuals interact with governments, institutions, services and each other, and social and economic transformations have in turn, changed the nature of the demand for skills as well.
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Design educators and industry partners are critical knowledge managers and co-drivers of change, and design graduate and post-graduate students can act as catalysts for new ideas, energy, and perspectives. In this article, we will explore how design advances industry development through the lens of a longitudinal inquiry into activities carried out as part of a Dutch design faculty-industry collaboration. We analyze seventy-five (75) Master of Science (MSc) thesis outcomes and seven (7) Doctorate (PhD) thesis outcomes (five in progress) to identify ways that design activities have influenced advances in the Dutch aviation industry over time. Based on these findings, we then introduce an Industry Design Framework, which organizes the industry/design relationship as a three-layered system. This novel approach to engaging industry in design research and design education has immediate practical value and theoretical significance, both in the present and for future research. https://doi.org/10.1016/j.sheji.2019.07.003 LinkedIn: https://www.linkedin.com/in/christine-de-lille-8039372/
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Carnitine/choline acyltransferases play diverse roles in energy metabolism and neuronal signalling. Our knowledge of their evolutionary relationships, important for functional understanding, is incomplete. Therefore, we aimed to determine the evolutionary relationships of these eukaryotic transferases. We performed extensivephylogenetic and intron position analyses. We found that mammalian intramitochondrial CPT2 is most closely related to cytosolic yeast carnitine transferases (Sc-YAT1 and 2), whereas the other members of the family are related to intraorganellar yeast Sc-CAT2. Therefore, the cytosolically active CPT1 more closely resembles intramitochondrial ancestors than CPT2. The choline acetyltransferase is closely related to carnitine acetyltransferase and shows lower evolutionary rates than long chain acyltransferases. In the CPT1 family several duplications occurred during animal radiation, leading to the isoforms CPT1A, CPT1B and CPT1C. In addition, we found five CPT1-like genes in Caenorhabditis elegans that strongly group to the CPT1 family. The long branch leading to mammalian brain isoform CPT1C suggests that either strong positive or relaxed evolution has taken place on this node. The presented evolutionary delineation of carnitine/choline acyltransferases adds to current knowledge on their functions and provides tangible leads for further experimental research.
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The application of DC grids is gaining more attention in office applications. Especially since powering an office desk would not require a high power connection to the main AC grid but could be made sustainable using solar power and battery storage. This would result in fewer converters and further advanced grid utilization. In this paper, a sustainable desk power application is described that can be used for powering typical office appliances such as computers, lighting, and telephones. The desk will be powered by a solar panel and has a battery for energy storage. The applied DC grid includes droop control for power management and can either operate stand-alone or connected to other DC-desks to create a meshed-grid system. A dynamic DC nano-grid is made using multiple self-developed half-bridge circuit boards controlled by microcontrollers. This grid is monitored and controlled using a lightweight network protocol, allowing for online integration. Droop control is used to create dynamic power management, allowing automated control for power consumption and production. Digital control is used to regulate the power flow, and drive other applications, including batteries and solar panels. The practical demonstrative setup is a small-sized desktop with applications built into it, such as a lamp, wireless charging pad, and laptop charge point for devices up to 45W. User control is added in the form of an interactive remote wireless touch panel and power consumption is monitored and stored in the cloud. The paper includes a description of technical implementation as well as power consumption measurements.
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