The Maritime Spatial Planning (MSP) Challenge simulation platform helps planners and stakeholders understand and manage the complexity of MSP. In the interactive simulation, different data layers covering an entire sea region can be viewed to make an assessment of the current status. Users can create scenarios for future uses of the marine space over a period of several decades. Changes in energy infrastructure, shipping, and the marine environment are then simulated, and the effects are visualized using indicators and heat maps. The platform is built with advanced game technology and uses aspects of role-play to create interactive sessions; it can thus be referred to as serious gaming. To calculate and visualize the effects of planning decisions on the marine ecology, we integrated the Ecopath with Ecosim (EwE) food web modeling approach into the platform. We demonstrate how EwE was connected to MSP, considering the range of constraints imposed by running scientific software in interactive serious gaming sessions while still providing cascading ecological feedback in response to planning actions. We explored the connection by adapting two published ecological models for use in MSP sessions. We conclude with lessons learned and identify future developments of the simulation platform.
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From the article : "Based on a review of recent literature, this paper addresses the question of how urban planners can steer urban environmental quality, given the fact that it ismultidimensional in character, is assessed largely in subjective terms and varies across time. A novel perspective of urban environmental quality is proposed, simultaneously exploring three questions that are at the core of planning and designing cities: ‘quality of what?’, ‘quality for whom?’ and ‘quality at what time?’. The dilemmas that urban planners face in answering these questions are illustrated using secondary material. This approach provides perspectives for action. Rather than further detailing the exact nature of urban quality, it calls for sustainable urban environmental quality planning that is integrated, participative and adaptive" ( wileyonlinelibrary.com ) DOI: 10.1002/eet.1759 - Preprint available for free download.
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The authors demonstrate how simulation games can be used to test and explore initial infrastructure designs before they are implemented. Games can provide important learning experiences for (future) designers and managers. The case study of a computer-supported simulation game, SIM Maasvlakte 2 (SIM MV2), uses a game whose object is to design and allocate land for the Maasvlakte 2 port area, to be built between 2006 and 2036 in the Port of Rotterdam, the Netherlands. The evaluation aimed at improving the game, examining the system complexity of the seaport, and establishing corresponding learning effects among the participants.
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In het Groningse aardbevingsgebied moeten de komende jaren volgens de contourenschets van de Nationaal Coördinator Groningen tussen de 35.000 en 100.000 woningen worden versterkt. Er is geen regio in Nederland waar ineens, op zo?n korte termijn en in zo?n grote omvang, de noodzaak van grootschalig aardbevingsbestendig bouwen is ontstaan. De Groningse mkb-bouwbedrijven werken samen om via bedrijfsinterne verbeteringen deze opdracht te realiseren. De praktijkvragen van de betrokken bouwbedrijven zijn: " Hoe kan ik mijn bedrijfscapaciteit optimaal managen, gezien de kansen rondom aardbevingsbestendig bouwen, maar zodanig dat de orderportefeuille en het personeelsbestand in balans zijn? " Hoe richt ik mijn bedrijfsprocessen zodanig op de verwachte groei in, dat de werkzaamheden binnen acceptabele doorlooptijden en naar tevredenheid van bewoners en opdrachtgevers duurzaam kunnen worden uitgevoerd? De kern van het consortium bestaat uit 10 mkb-bouwbedrijven, Bouwend Nederland regio Noord en de Hanzehogeschool Groningen. Het lectoraat Flexicurity is penvoerder, daarnaast is het lectoraat Arbeidsorganisatie en ?productiviteit en het lectoraat Ruimtelijke Transformaties betrokken. Vanuit het onderwijs participeren de Academie voor Architectuur, Bouwkunde en Civiele Techniek en EPI-kenniscentrum. EPI-kenniscentrum is een samenwerkingsverband van de Hanzehogeschool Groningen, Alfa College en Rijksuniversiteit Groningen ? en andere publieke en private partners. Het bundelt onderwijs en scholing op het terrein van aardbevingsbestendig bouwen voor de regio. Het doel van het consortium is om: " Kennis te ontwikkelen over capaciteitsmanagement en slim organiseren (binnen en tussen bedrijven) van het aardbevingsbestendig bouwproces, en de (arbeids)marktwerking daaromheen. " Deze kennis en inzichten te vertalen in voor het mkb bruikbare producten zoals tools, startcondities en randvoorwaarden (Handboek capaciteitsmanagement- en procesverbetering voor mkb-bouwbedrijven). " De verworven praktijkkennis om te zetten in onderwijsproducten zoals een nieuwe minor in het HG bouwonderwijs en innovatie van onderwijs en scholing via EPI-kenniscentrum. " Te komen tot een structurele en intensieve samenwerking tussen mkb-bouwbedrijven, onderwijs en praktijkgericht onderzoek aan de Hanzehogeschool Groningen (en andere onderwijsinstellingen).
Due to their diverse funding sources, theatres are under increasing pressure to demonstrate impact on society. The Raad voor Cultuur (2023) for example advised the secretary of state to include societal impact as an additional evaluation measure next to artistic value. Many theaters, such as the Chassé Theater and Parkstad Limburg Theaters, have reformulated their missions to focus on impact of performances on visitors. This is a profound transformation from merely selling tickets and filling seats, and requires new measurement instruments to monitor, manage, and improve impact. Currently available instruments are insufficient, and effective monitoring is crucial to larger future projects that theaters are currently planning to systematically broaden impacts of performances on their communities. The specific goal of this project is to empower theaters to monitor and improve impact by developing a brief experience impact questionnaire, taking existing data from student projects conducted at the Chassé Theater about performing arts experiences on one hand, and experience impact theory innovations on the other, as starting points. We will develop potential items to measure and benchmark against established measures of valued societal outcomes, such as subjective well-being and quality of life. These will be measured in questionnaires developed with project partners Chassé Theater and Parkstad Limburg Theaters and administered before and after performances across a wide range of genres. The resulting data will enable comparison of new questionnaire items with benchmarked measures of valued societal outcomes. The final product of the project will be a brief impact questionnaire, which within several brief self-report instruments and just a few minutes can effectively be used to quantify the impact of a performing arts experience. A workshop and practice-oriented article will make this questionnaire implementable, thereby mobilizing the key enabling methodology of monitoring and impact measurement in the performing arts sector.
Due to their diverse funding sources, theatres are under increasing pressure to demonstrate impact on society. The Raad voor Cultuur (2023) for example advised the secretary of state to include societal impact as an additional evaluation measure next to artistic value. Many theaters, such as the Chassé Theater and Parkstad Limburg Theaters, have reformulated their missions to focus on impact of performances on visitors. This is a profound transformation from merely selling tickets and filling seats, and requires new measurement instruments to monitor, manage, and improve impact. Currently available instruments are insufficient, and effective monitoring is crucial to larger future projects that theaters are currently planning to systematically broaden impacts of performances on their communities.The specific goal of this project is to empower theaters to monitor and improve impact by developing a brief experience impact questionnaire, taking existing data from student projects conducted at the Chassé Theater about performing arts experiences on one hand, and experience impact theory innovations on the other, as starting points. We will develop potential items to measure and benchmark against established measures of valued societal outcomes, such as subjective well-being and quality of life. These will be measured in questionnaires developed with project partners Chassé Theater and Parkstad Limburg Theaters and administered before and after performances across a wide range of genres. The resulting data will enable comparison of new questionnaire items with benchmarked measures of valued societal outcomes. The final product of the project will be a brief impact questionnaire, which within several brief self-report instruments and just a few minutes can effectively be used to quantify the impact of a performing arts experience. A workshop and practice-oriented article will make this questionnaire implementable, thereby mobilizing the key enabling methodology of monitoring and impact measurement in the performing arts sector.Societal issueThe specific goal of this project is to empower theaters to monitor and improve impact by developing a brief experience impact questionnaire, taking existing data about performing arts experiences on one hand, and experience impact theory innovations on the other, as starting points. Benefit to societyWe will develop potential items to measure and benchmark against established measures of valued societal outcomes, such as subjective well-being and quality of life. Collaborative partnersChassé Theater N.V., Parkstad Limburg Theaters N.V.
Lectorate, part of NHL Stenden Hogeschool
Lectorate, part of NHL Stenden Hogeschool