Mobility hubs facilitate multimodal transport and have the potential to improve the accessibility and usability of new mobility services. However, in the context of increasing digitalisation, using mobility hubs requires digital literacy or even owning a smartphone. This constraint may result in the exclusion of current and potential users. Digital kiosks might prove to be a solution, as they can facilitate the use of the services found at mobility hubs. Nevertheless, knowledge of how digital kiosks may improve the experience of disadvantaged groups remains limited in the literature. As part of the SmartHubs project, a field test with a digital kiosk was conducted with 105 participants in Brussels (Belgium) and Rotterdam (The Netherlands) to investigate the intention to use it and its usability in the context of mobility hubs. This study adopted a mixed methods approach, combining participant observation and questionnaire surveys. Firstly, participants were asked to accomplish seven tasks with the digital kiosk while being observed by the researchers. Finally, assisted questionnaire surveys were conducted with the same participants, including close-ended, open-ended and socio-demographic questions. The results offer insights into the experience of the users of a digital kiosk in a mobility hub and the differences across specific social groups. These findings may be relevant for decision-makers and practitioners working in urban mobility on subjects such as mobility hubs and shared mobility, and for user interface developers concerned with the inclusivity of digital kiosks.
This conversation between Geert Lovink and Nikita Lin reflects upon our inner experiences within the global networked digital cultures. It explores the tactics, aesthetic and political, in response to the breakdowns brought by digital platforms and the possibility of creating new beginnings through persistent engagement in writing and publishing. Since 2004 Lovink is heading the Institute of Network Cultures at the Amsterdam University of Applied Sciences and is Art and Network Cultures Professor of Art and Network Cultures at University of Amsterdam’s Art History Department. The conversation takes as point of departure Lovink’s three recent books: Sad by Design: On Platform Nihilism, Stuck on the Platform: Reclaiming the Internet, and Extinction Internet: Our Inconvenient Truth Moment. Over the past 30 years, Lovink has been experimenting with the networks and the internet in his writing by developing a distinct style that dig into essays, interviews, aphorisms, sloganisms, and memes. This includes critical concepts that he has developed-such as ‘tactical media,’ ‘net criticism,' ‘sad by design,’ and ‘internet extinction’ – that people recognize, find useful and ready to apply to their own activities. For Geert Lovink, the fascinating question with writing is how to capture fast-changing real-time phenomena which means not only documenting but also leaving room for anticipation.
Businesses that can develop an appropriate response to the turbulence created by change and diversified customer expectations retain their sustainable competitive advantage. Especially with Covid19, Digital Transformation has emerged as an important element of pressure and necessity on the competitive advantage of businesses. Digital transformation refers to a radical change process from the way of doing business in the industry and the market to the nature of the interaction with internal and external customers. Digital transformation allows for meeting new expectations with new business processes and customer experiences with the opportunities offered by digital technologies. Although Digital transformation offers important competencies for businesses, it seems that SMEs, especially as important actors in the economy, lag behind large enterprises in the digital transformation process. This situation necessitates a detailed consideration of SMEs in the digital transformation process. This study aims to examine Digital Transformation in SMEs in detail. To achieve this, studies investigating digital transformation in SMEs and presenting empirical results were identified from various indexes (Ulakbim, Scopus, Web of Science, and Proquest). The studies were classified according to "author," "date of publication," "type of research," "sample," and "variables." The empirical evidence regarding the digital transformation process of SMEs is presented. The findings of the study are expected to contribute to the literature by presenting empirical studies on Digital Transformation in SMEs comprehensively. Additionally, it will increase awareness of the findings regarding the digital transformation process of SMEs, which are important actors in the economy.
The Academy for Leisure & Events has always been one of the frontrunners when it comes to the development, design and implementation of cultural tourism and creative industry business models as well as lifelong learning programmes.These programmes are attended by a variety of leisure and tourism professionals, including public authorities in leisure, culture and nature fields.The CULTURWB project addresses the need for strengthening the development of the cultural tourism industry.The experts from BUas together with the other project partners have utilised diverse research methodologies (marketing and branding, strategy business planning, digital tourism, sustainable development, strategy and action plan implementation, etc.) to develop and pilot a toolkit for Lifelong Learning courses in the field of cultural tourism and heritage. They have also designed and implemented a master’s programme in the WB countries and created an online platform for communication between stakeholders, industry leaders, managers, workforce, and academia.PartnersHochschule Heibronn, FH Joanneum Gesellschaft, World University Service - Österreichisches Komitee (WUS Austria), Dzemal Bijedic University of Mostar (UNMO), University of East Sarajevo (UES), The University of Banja Luka (UBL), University of NIS (UNI), University of Montenegro (UoM), Sarajevo Meeting of Cultures (SMOC), rovincial Institute for the Protection of Cultural Monuments (PZZZSK), Tourism Organisation of Kotor Municipality (TO Kotor)
The growing use of digital media has led to a society with plenty of new opportunities for knowledge exchange, communication and entertainment, but also less desirable effects like fake news or cybercrime. Several studies, however, have shown that children are less digital literate than expected. Digital literacy has consequently become a key part within the new national educational policy plans titled Curriculum.nu and the Dutch research and policy agendas. This research project is focused on the role the game sector can play in the development of digital literacy skills of children. In concrete, we want to understand the value of the use of digital literacy related educational games in the context of primary education. Taking into consideration that the childhood process of learning takes place through playing, several studies claim that the introduction of the use of technology at a young age should be done through play. Digital games seem a good fit but are themselves also part of digital media we want young people to be literate about. Furthermore, it needs to be taken into account that digital literacy of teachers can be limited as well. The interactive, structured nature of digital games offers potential here as they are less dependent on the support and guidance of an adult, but at the same time this puts even more emphasis on sensible game design to ensure the desired outcome. The question is, then, if and how digital games are best designed to foster the development of digital literacy skills. By harnessing the potential of educational games, a consortium of knowledge and practice partners aim to show how creating theoretical and practical insights about digital literacy and game design can aid the serious games industry to contribute to the societal challenges concerning contemporary literacy demands.
Despite their various appealing features, drones also have some undesirable side-effects. One of them is the psychoacoustic effect that originates from their buzzing noise that causes significant noise pollutions. This has an effect on nature (animals run away) and on humans (noise nuisance and thus stress and health problems). In addition, these buzzing noises contribute to alerting criminals when low-flying drones are deployed for safety and security applications. Therefore, there is an urgent demand from SMEs for practical knowledge and technologies that make existing drones silent, which is the main focus of this project. This project contributes directly to the KET Digital Innovations\Robotics and multiple themes of the top sectors: Agriculture, Water and Food, Health & Care and Safety. The main objective of this project is: Investigate the desirability and possibilities of extremely silent drone technologies for agriculture, public space and safety This is an innovative project and there exist no such drone technology that attempts to reduce the noises coming from drones. The knowledge within this project will be converted into the first proof-of-concepts that makes the technology the first Minimum Viable Product suitable for market evaluations. The partners of this project include WhisperUAV, which has designed the first concept of a silent drone. As a fiber-reinforced 3D composite component printer, Fiberneering plays a crucial role in the (further) development of silent drone technologies into testable prototypes. Sorama is involved as an expert company in the context of mapping the sound fields in and around drones. The University of Twente is involved as a consultant and co-developer, and Research group of mechatronics at Saxion is involved as concept developer, system and user requirement verifier and validator. As an unmanned systems innovation cluster, Space53 will be involved as innovation and networking consultant.