Energy policies are vital tools used by countries to regulate economic and social development as well as guarantee national security. To address the problems of fragmented policy objectives, conflicting tools, and overlapping initiatives, the internal logic and evolutionary trends of energy policies must be explored using the policy content. This study uses 38,277 energy policies as a database and summarizes the four energy policy objectives: clean, low-carbon, safe, and efficient. Using the TextCNN model to classify and deconstruct policies, the LDA + Word2vec theme conceptualization and similarity calculations were compared with the EISMD evolution framework to determine the energy policy theme evolution path. Results indicate that the density of energy policies has increased. Policies have become more comprehensive, barriers between objectives have gradually been broken, and low-carbon objectives have been strengthened. The evolution types are more diversified, evolution paths are more complicated, and the evolution types are often related to technology, industry, and market maturity. Traditional energy themes evolve through inheritance and merger; emerging technology and industry themes evolve through innovation, inheritance, and splitting. Moreover, this study provides a replicable analytical framework for the study of policy evolution in other sectors and evidence for optimizing energy policy design
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The term escapism tends to be used in game research without providing any extensive definition of what it means or acknowledging its composite nature. In this paper, the authors question the possible conceptualizations of escapism and the extent to which gamers identify with them. Beginning with a theoretical deconstruction of escapism, the authors developed a framework that they applied in an empirical study with three focus groups. Respondents in these groups completed a survey and participated in a group discussion. The resulting data allowed the identification of eight different discourses of escapism in the context of playing multiplayer computer games. In addition, the study showed that citing escapism as a reason for playing games elicits debate and emotional responses. Given the existence of multiple interpretations and connotations, this paper concludes that escapism is problematic for use in surveys, interviews, and other research techniques.
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Reduction of virgin materials use by the construction industry has high priority and can be achieved by reusing structural and non-structural building components from existing buildings. The high value reuse of building components has not been adopted yet on a large scale because of several reasons, one of them being poor building information management. Therefore, this paper investigates the role of building information modeling (BIM) for that purpose. Based on a review of literature, a preliminary decision making framework is proposed that will be elaborated in the nearby future. The literature review revealed that the use of BIM in combination with other digital technologies looks promising, but that additional research is needed into the governance related aspects of BIM. © 2017 Taylor & Francis Group, London.
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This article provides a description of the emergence of the Spanish ‘Occupy’ movement, Democracia real ya. The aim is to analyse the innovative discursive features of this movement and to connect this analysis to what we consider the innovative potential of the critical sciences. The movement is the result of a spontaneous uprising that appeared on the main squares of Madrid and Barcelona on 15 May 2011 and then spread to other Spanish cities. This date gave it its name: 15M. While the struggle for democracy in Spain is certainly not new, the 15M group shows a series of innovative features. These include the emphasis on peaceful struggle and the imaginary of a new democracy or worldview, transmitted through innovative placards and slogans designed by Spanish citizens. We consider these innovative not only due to their creativity, but also because of their use as a form of civil action. Our argument is that these placards both functioned as a sign of protest and, in combination with the demonstrations and the general dynamics of 15M, helped to reframe the population’s understanding of the crisis and rearticulate the identity of the citizens from victims to agents. In order to analyse the multimodal character of this struggle, we developed an interdisciplinary methodology, which combines socio-cognitive approaches that consider ideological proposals as socio-cognitive constructs (i.e. the notion of narrative or cognitive frame), and Critical Discourse Analysis (CDA) in the analysis of discourses related to processes of social imagination and transformation. The socio-constructivist perspective is used to consider these discourses in relation to their actors, particular contexts and actions. The use of CDA, which included a careful rhetoric analysis, helped to analyse the process of deconstruction, transformation and reconstruction that 15M uses to maintain its struggle. The narrative analysis and the discursive theoretical concept of articulation helped to methodologically show aspects of the process of change alluded to above. This change was both in terms of cognition and in the modification of identity that turned a large part of the Spanish population from victims to indignados and to the neologism indignadanos, which is a composition of indignado and ciudadano (citizen).
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In the face of a global ecological crisis, culturally dominant framings of subjective experience as separate from living ecologies are no longer sufficient. Games might offer ways to break down these divisions. Alenda Chang has proposed bringing game ecologies to life. To complement her position, in this paper, we aim to inspire game designers and researchers to explore ways in which video games can remodel the perceived player subject as a pathway to ecological entanglement. We investigate four strategies for decentering and deconstructing the subject. These are: (1) deconstructing the subject to foreground internal sources of entanglement; (2) dismantling, distorting, ignoring, and/or invading the visual perspective; (3) conceptual deconstruction and reframing of a sense of self; and (4) decentering the subject through shifting contexts. For each of these, we introduce relevant examples of narrative and gameplay design in existing video games and suggest steps for further development in each direction.
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This article presents a novel and highly interactive process to generate natural language narratives based on our ongoing work on semiotic relations, providing four criteria for composing new narratives from existing stories. The wide applicability of this semiotic reconstruction process is suggested by a reputed literary scholar's deconstructive claim that new narratives can often be shown to be a tissue of previous narratives. Along, respectively, three semiotic axes – syntagmatic, paradigmatic, and meronymic – existing stories can yield new stories by the combination, imitation, or expansion of an iconic scene; lastly, a new story may emerge through reversal via an antithetic consideration, i.e., through the adoption of opposite values. Targeting casual users, we present a fully operational prototype with a simple and user-friendly interface that incorporates an AI agent, namely ChatGPT. The prototype, in a coauthor capacity, generates context-compatible sequences of events in storyboard format using backward-chaining abductive reasoning (employing Stable Diffusion to draw scene illustrations), conforming as much as possible to the user's authorial instructions. The extensive repertoire of book and movie summaries available to the AI agent obviates the need to manually supply laborious and error-prone context specifications. A user study was conducted to evaluate user experience and satisfaction with the generated narratives. The preliminary findings suggest that our approach has the potential to enhance story quality while offering a positive user experience.
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To promote student writing development, integrated approaches such as genre-based writing instruction (GBWI) are advocated in tertiary education. However, most subject lecturers are not used to centralise writing in their subjects as they focus on content teaching. Capitalising on teacher learning within GBWI is therefore necessary. Design-based research can offer a fruitful learning environment for such innovative type of content and language integrated instruction. In a multiple case study (n=2) in Dutch higher professional education, we aimed to explore what subject lecturers can learn in a design-based research project in terms of scaffolding students’ writing. Qualitative data on teacher learning were collected through logs and interviews before, during and after three GBWI interventions. These data were transcribed verbatim and analyzed using transcription software. Results showed the subject lecturers reported multifaceted learning outcomes, particularly concerning changed knowledge and beliefs. Some of these were directly related to GBWI (e.g., metalanguage, deconstruction, text features) whereas others were related to scaffolding language in subject learning more generally, and to the lecturers’ teaching roles. Both lecturers also reported learning outcomes in terms of changed practices, but to a lesser extent. This may be related to the challenging character of enacting GBWI in the subjects. On a more general level, this study has yielded valuable insights into what factors are at stake when subject lecturers learn to enact GBWI. Further, it has shown the potential of a design-based research learning environment which we view as part of a causal field instigating subject lecturers’ professional development.
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Knowledge management (KM) is difficult to pin down. It means different things in different organisations. The deliberate use of metaphors has been used to communicate what KM is about. This metaphorical communication can be even more enriched using visual as well as language mechanisms: ”a picture paints a thousand words” suggests we can capture more resonances of a complex subject like KM through visuals than through a description alone. In addition, visuals are perceived to transcend the limitations of language, which can be an obstacle to communication. Yet, no method currently exists that we can use to identify KM metaphors used in visuals. This paper describes our search for a method to analyse metaphors used in visuals about knowledge management. Our objective was threefold: 1) identifying new metaphors for KM in visuals that can enrich KM theorizing, 2) developing a way to identify which visuals are the most powerful in communicating KM theory, and 3) improving the use of visuals as a way of assessing students studying KM. We found that analysing metaphors used in KM visuals is possible using a method that focuses on the dominant metaphors in a visual.
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In deze tekst gaan we in op de methodiek van het inzetten van levensverhalen binnen het onderzoek van het lectoraat Diversiteitvraagstukken van hogeschool Inholland. Eerst zal een korte weergave worden gegeven van de opdracht van het lectoraat, de focus van het lectoraat in haar onderzoek(en), de theoretische uitgangspunten die ze hanteert en ten slotte zal worden ingegaan op de wijze waarop het lectoraat levensverhalen inzet als methodiek van dataverzameling. Het in beeld brengen van levensverhalen kan op zichzelf staan en dienen als enige onderzoeksmethode. Ze is echter met name betekenisvol als de verzamelde verhalen worden gecombineerd met andere onderzoeksmethoden, zoals focusgroepen, interviews en (online) vragenlijsten, waardoor informatie over iemands leven van nog meer context wordt voorzien. De informatie in deze tekst is bedoeld voor onderzoekers en studenten die geïnteresseerd zijn in het inzetten van de levensverhalen methodiek. De tekst wordt afgesloten met een visuele weergave van de items die bij deze methodiek kunnen worden bevraagd en een aantal voorbeeldvragen die kunnen worden gesteld. De citaten zijn afkomstig uit het levensverhalenboek Ik ben dat samen met studenten van de minor Migratievraagstukken is gemaakt in 2021
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According to the critics of conventional sustainability models, particularly within the business context, it is questionable whether the objective of balancing the social, economic and environmental triad is feasible, and whether human equality and prosperity (as well as population growth) can be achieved with the present rate of natural degradation (Rees 2009). The current scale of human economic activity on Earth is already excessive; finding itself in a state of unsustainable ‘overshoot’ where consumption and dissipation of energy and material resources exceed the regenerative and assimilative capacity of supportive ecosystems (Rees 2012). Conceptualizing the current ‘politics of unsustainability’, reflected in mainstream sustainability debates, Blühdorn (2011) explores the paradox of wanting to ‘sustain the unsustainable, noting that the socio-cultural norms underpinning unsustainability support denial of the gravity of our planetary crises. This denial concerns anything from the imminence of mass extinctions to climate change. As Foster (2014) has phrased it: ‘There was a brief window of opportunity when the sustainability agenda might, at least in principle, have averted it’. That agenda, however, has failed. Not might fail, nor even is likely to fail – but has already failed. Yet, instead of acknowledging this failure and moving on from the realization of the catastrophe to the required radical measures, the optimists of sustainable development and ecological modernization continue to celebrate the purported ‘balance' between people, profit and planet. This is an Accepted Manuscript of a book chapter published by Routledge/CRC Press in "A Future Beyond Growth: Towards a Steady State Economy" on 4/14/16 ,available online: https://doi.org/10.4324/9781315667515 LinkedIn: https://www.linkedin.com/in/helenkopnina/
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