Drug consumption estimates are of relevance because of public health effects as well as associated criminal activities. Wastewater analysis of drug residues enables the estimation of drug consumption and drug markets. Short-term and long-term trends of cocaine, MDMA (ecstasy), amphetamine (speed) and methamphetamine (crystal meth), were studied for the city of Amsterdam. MDMA (+41%) and cocaine (+26%) showed significantly higher weekend vs. week consumption, while no differences were observed for the other drugs. The consumption of MDMA, cocaine, amphetamine and methamphetamine significantly increased between 2011 and 2019. Weekly trends emerging from wastewater analyses were supported by qualitative and quantitative data from a recreational drug use monitoring scheme. However, information collected in panel interviews within nightlife networks and surveys among visitors of pubs, clubs and festivals only partially reflected the long term increase in consumption as registered from wastewater analysis. Furthermore, methamphetamine use was not well presented in survey data, panel studies and test service samples, but could be monitored trough wastewater analysis. This illustrates that wastewater analysis can function as an early warning if use and user groups are small or difficult to reach trough other forms of research. All in all, this study illustrates that wastewater-based epidemiology is complementary to research among user groups, and vice versa. These different types of information enable to connect observed trends in total drug consumption to behaviour of users and the social context in which the use takes place as well as validate qualitative signals about (increased) consumption of psychoactive substances. Such a multi angular approach to map the illicit drug situation on local or regional scale can provide valuable information for public health.
MULTIFILE
In het kader van het internationale project Designing & Evaluating Innovative Mobile Pedagogies (DEIMP) zijn een literatuurstudie en een verkennend onderzoek uitgevoerd. De focus binnen het project ligt op inzet van innovatieve didactische inzet van mobiele technologie in het basisonderwijs. De doelen zijn om kennis te ontwikkelen over innovatieve inzet van mobiele technologie, leermiddelen te ontwerpen en testen die leerkrachten ondersteunen in het ontwerpen van leerpraktijken én leerpraktijken te delen. In deze presentatie komen de bevindingen van deze eerste onderzoeken aan bod. Zo geven leerkrachten aan wel behoefte te hebben aan de inzet van devices ten behoeve van samenwerkend leren, personalisatie en authentieke leerpraktijken. Deze presentatie werd gegeven tijdens de Onderwijs Research Dagen 2019.
This overview can be regarded as an atlas or travel guide with which the reader can follow a route along the various professorships. Chapter 2 centres on the professorships that are active in the field of Service Economy. Chapter 3 is dedicated to the professorships that are focussed on the field of Vital Region. Chapter 4 describes the professorships operating in the field of Smart Sustainable Industries. Chapter 5 deals with the professorships that are active in the field of the institution-wide themes of Design Based Education and Design Based Research. Lastly, in Chapter 6 we make an attempt to discover one or more connecting themes or procedures in the approach of the various professorships. This publication is not intended to give a definitive answer to the question as to what exactly NHL Stenden means by the concept of Design Based Research. The aim of this publication is to get an idea of everything that is happening in the NHL Stenden professorships and to pique one’s curiosity to find out more.
ADAS Kennisbank Advanced Driver Assistent Systems (ADAS) bepalen als een van de vier disruptieve automotive trends1 de komende jaren de automotive-branche. In de breedte van de branche –mkb-autobedrijven en -werkplaatsen, rijschoolhouders, verzekeraars, overheden, belangenorganisaties - bestaat het bewustzijn van de potentie en de impact van deze trend. Door de snelheid, waarmee deze ontwikkeling gepaard gaat, groeit de behoefte aan state of the art ADAS-kennis bij MKB-bedrijven in de automotive sector. Tevens vraagt de aard van deze disruptieve trend om interdisciplinaire samenwerkingen om de state of the art kennis te blijven ontwikkelen en om deze toegankelijk te presenteren. Met een consortium- bestaande uit MKB-ers en branche- belangenorganisaties- dat de breedte van de automotive-branche vertegenwoordigt, wil HAN-AR de behoefte aan ADAS kennis concretiseren en een kennisbank creëren waar onafhankelijke state of the Art ADAS kennis voor een breed netwerk toegankelijk wordt gepresenteerd. Doormiddel van dit onderzoek worden de ADAS kennishiaten in kaart gebracht en worden op basis daarvan nieuwe netwerken gevormd waarmee relevante en ontbrekende state of the art kennis wordt onderzocht. Het onderzoek moet leiden tot het uitbreiden van het ADAS netwerk dat zowel voor onderzoek als ook voor het automotive onderwijs komende jaren een prominente rol zal gaan spelen.
298 woorden: In the upcoming years the whole concept of mobility will radically change. Decentralization of energy generation, urbanization, digitalization of processes, electrification of vehicles and shared mobility are only some trends which have a strong influence on future mobility. Furthermore, due to the shift towards renewable energy production, the public and the private sector are required to develop new infrastructures, new policies as well as new business models. There are countless opportunities for innovative business models emerging. Companies in this field – such as charging solution provider, project management or consulting companies that are part of this project, Heliox and Over Morgen respectively – are challenged with countless possibilities and increasing complexity. How to overcome this problem? Academic research proposes a promising approach, namely the use of business model patterns for business model innovation. In short, these business model patterns are descriptions of proven practical solutions to common business model challenges. An example for a general pattern would be the business model pattern “Consumables”. It describes how to lock in a customer into an ecosystem by using a subsidized basic product and complement it with overpriced consumables. This pattern works really well and has been used by many companies (e.g. Senseo, HP, or Gillette). To support the business model innovation process of Heliox and Over Morgen as well as companies in the electric mobility space in general, we propose to systematically consolidate and develop business model patterns for the electric mobility sector and to create a database. Electric mobility patterns could not only foster creativity in the business model innovation process but also enhance collaboration in teams. By having a classified list of business model pattern for electric mobility, practitioners are equipped which a heuristic tool to create, extend and revise business models for the future.
GAMING HORIZONS is a multidisciplinary project that aims to expand the research and innovation agenda on serious gaming and gamification. The project is particularly interested in the use of games for learning and cultural development. Gamification - and gaming more broadly – are very important from a socio-economic point of view, but over the past few years they have been at the centre of critical and challenging debates, which highlighted issues such as gender and minority representation, and exploitative game mechanics. Our project’s key contention is that it is important for the European ICT community to engage with design trends and social themes that have affected profoundly the mainstream and ‘independent’ game development cultures over the past few years, especially because the boundaries between leisure and serious games are increasingly blurred. GAMING HORIZONS is a direct response to the official recognition by the H2020 programme of work that multidisciplinary research can help to advance the integration between Responsible Research and Innovation (RRI) and the Social Sciences and the Humanities (SSH). The project’s objective is to enable a higher uptake of socially responsible ICT-related research in relation to gaming. This objective will be achieved through a research-based exchange between communities of developers, policy makers, users and researchers. The methodology will involve innovative data collection activities and consultations with a range of stakeholders over a period of 14 months. We will interrogate the official ‘H2020 discourse’ on gamification – with a particular focus on ‘gamified learning’ - whilst engaging with experts, developers and critical commentators through interviews, events, workshops and systematic dialogue with an Advisory Board. Ultimately, GAMING HORIZONS will help identify future directions at the intersection of ethics, social research, and both the digital entertainment and serious games industries.EU FundingThe 14-month research project 'Gaming Horizons' was funded by the European Commission through the Horizon 2020 research and innovation programme.