All Gone is a series of experiments with AI that build on existing collections of climate fiction to create much-needed new climate imaginaries. As the climate crisis is also a “crisis of imagination” (Ghosh, 2016), this project turns to the art genre that is best at forecasting and imagining alternative futures: science fiction. Using collections of ‘cli-fi’ novels, in which science fiction meets natural disaster or heavy weather, algorithms are trained until they are able to render new climate imaginaries in textual and visual form. The edited texts and curated images are further developed into audio stories and a tarot deck as tools for reflection on present and future living with a changing climate.
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Background: The emphasis on impact factors and the quantity of publications intensifies competition between researchers. This competition was traditionally considered an incentive to produce high-quality work, but there are unwanted side-effects of this competition like publication pressure. To measure the effect of publication pressure on researchers, the Publication Pressure Questionnaire (PPQ) was developed. Upon using the PPQ, some issues came to light that motivated a revision.Method: We constructed two new subscales based on work stress models using the facet method. We administered the revised PPQ (PPQr) to a convenience sample together with the Maslach Burnout Inventory (MBI) and the Work Design Questionnaire (WDQ). To assess which items best measured publication pressure, we carried out a principal component analysis (PCA). Reliability was sufficient when Cronbach's alpha > 0.7. Finally, we administered the PPQr in a larger, independent sample of researchers to check the reliability of the revised version.Results: Three components were identified as 'stress', 'attitude', and 'resources'. We selected 3 × 6 = 18 items with high loadings in the three-component solution. Based on the convenience sample, Cronbach's alphas were 0.83 for stress, 0.80 for attitude, and 0.76 for resources. We checked the validity of the PPQr by inspecting the correlations with the MBI and the WDQ. Stress correlated 0.62 with MBI's emotional exhaustion. Resources correlated 0.50 with relevant WDQ subscales. To assess the internal structure of the PPQr in the independent reliability sample, we conducted the principal component analysis. The three-component solution explains 50% of the variance. Cronbach's alphas were 0.80, 0.78, and 0.75 for stress, attitude, and resources, respectively.Conclusion: We conclude that the PPQr is a valid and reliable instrument to measure publication pressure in academic researchers from all disciplinary fields. The PPQr strongly relates to burnout and could also be beneficial for policy makers and research institutions to assess the degree of publication pressure in their institute.
Digital transformation has been recognized for its potential to contribute to sustainability goals. It requires companies to develop their Data Analytic Capability (DAC), defined as their ability to collect, manage and analyze data effectively. Despite the governmental efforts to promote digitalization, there seems to be a knowledge gap on how to proceed, with 37% of Dutch SMEs reporting a lack of knowledge, and 33% reporting a lack of support in developing DAC. Participants in the interviews that we organized preparing this proposal indicated a need for guidance on how to develop DAC within their organization given their unique context (e.g. age and experience of the workforce, presence of legacy systems, high daily workload, lack of knowledge of digitalization). While a lot of attention has been given to the technological aspects of DAC, the people, process, and organizational culture aspects are as important, requiring a comprehensive approach and thus a bundling of knowledge from different expertise. Therefore, the objective of this KIEM proposal is to identify organizational enablers and inhibitors of DAC through a series of interviews and case studies, and use these to formulate a preliminary roadmap to DAC. From a structure perspective, the objective of the KIEM proposal will be to explore and solidify the partnership between Breda University of Applied Sciences (BUas), Avans University of Applied Sciences (Avans), Logistics Community Brabant (LCB), van Berkel Logistics BV, Smink Group BV, and iValueImprovement BV. This partnership will be used to develop the preliminary roadmap and pre-test it using action methodology. The action research protocol and preliminary roadmap thereby developed in this KIEM project will form the basis for a subsequent RAAK proposal.
Aanleiding Nieuwsuitgeverijen bevinden zich in zwaar weer. Economische malaise en toegenomen concurrentie in het pluriforme medialandschap dwingen uitgeverijen om enerzijds kosten te besparen en tegelijkertijd te investeren in innovatie. De verdere automatisering van de nieuwsredactie vormt hierbij een uitdaging. Buiten de branche ontstaan technieken die uitgeverijen hierbij zouden kunnen gebruiken. Deze zijn nog niet 'vertaald' naar gebruiksvriendelijke systemen voor redactieprocessen. De deelnemers aan het project formuleren voor dit braakliggend terrein een praktijkgericht onderzoek. Doelstelling Dit onderzoek wil antwoord geven op de vraag: Hoe kunnen bewezen en nieuw te ontwikkelen technieken uit het domein van 'natural language processing' een bijdrage leveren aan de automatisering van een nieuwsredactie en het journalistieke product? 'Natural language processing' - het automatisch genereren van taal - is het onderwerp van het onderzoek. In het werkveld staat deze ontwikkeling bekend als 'automated journalism' of 'robotjournalistiek'. Het onderzoek richt zich enerzijds op ontwikkeling van algoritmes ('robots') en anderzijds op de impact van deze technologische ontwikkelingen op het nieuwsveld. De impact wordt onderzocht uit zowel het perspectief van de journalist als de nieuwsconsument. De projectdeelnemers ontwikkelen binnen dit onderzoek twee prototypes die samen het automated-journalismsysteem vormen. Dit systeem gaat tijdens en na het project gebruikt worden door onderzoekers, journalisten, docenten en studenten. Beoogde resultaten Het concrete resultaat van het project is een prototype van een geautomatiseerd redactiesysteem. Verder levert het project inzicht op in de verankering van dit soort systemen binnen een nieuwsredactie. Het onderzoek biedt een nieuw perspectief op de manier waarop de nieuwsconsument de ontwikkeling van 'automated journalism' in Nederland waardeert. Het projectteam deelt de onderzoekresultaten door middel van presentaties voor de uitgeverijbranche, presentaties op wetenschappelijke conferenties, publicaties in (vak)tijdschriften, reflectiebijeenkomsten met collega-opleidingen en een samenvattende white paper.
Physical rehabilitation programs revolve around the repetitive execution of exercises since it has been proven to lead to better rehabilitation results. Although beginning the motor (re)learning process early is paramount to obtain good recovery outcomes, patients do not normally see/experience any short-term improvement, which has a toll on their motivation. Therefore, patients find it difficult to stay engaged in seemingly mundane exercises, not only in terms of adhering to the rehabilitation program, but also in terms of proper execution of the movements. One way in which this motivation problem has been tackled is to employ games in the rehabilitation process. These games are designed to reward patients for performing the exercises correctly or regularly. The rewards can take many forms, for instance providing an experience that is engaging (fun), one that is aesthetically pleasing (appealing visual and aural feedback), or one that employs gamification elements such as points, badges, or achievements. However, even though some of these serious game systems are designed together with physiotherapists and with the patients’ needs in mind, many of them end up not being used consistently during physical rehabilitation past the first few sessions (i.e. novelty effect). Thus, in this project, we aim to 1) Identify, by means of literature reviews, focus groups, and interviews with the involved stakeholders, why this is happening, 2) Develop a set of guidelines for the successful deployment of serious games for rehabilitation, and 3) Develop an initial implementation process and ideas for potential serious games. In a follow-up application, we intend to build on this knowledge and apply it in the design of a (set of) serious game for rehabilitation to be deployed at one of the partners centers and conduct a longitudinal evaluation to measure the success of the application of the deployment guidelines.