In 1999 studeerde Cindy van den Bremen af aan de Design Academy Eindhoven op 4 ontwerpen van sporthoofddoeken. Inmiddels is het merk Capsters uitgegroeid tot de Capsters BV en is er naast de sportlijn ook een casual en exclusive lijn.
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From the article: "To extend the lifetime of products, an agent is connected to the product. This agent has several roles. It depends on the phase of the lifecycle what these roles will be. One of the roles in the usage or recycling phase is to negotiate for buying spare parts in case a part of the product is broken. The same agent can also decide to offer spare parts to other agents to reuse working parts of a broken product. To accomplish this idea, a marketplace for agents has to be set up, where the auctions can take place. To support this concept, blockchain technology has been used. Blockchains are a new type of technology, known from bitcoins, but there are other cases where blockchains can be used. Blockchain is known for its decentralisation, transparency and for making trustful transactions. In this paper the working of different types of blockchains will be briefly explained and determined if they can be useful for online auctions by agents. A prototype of the marketplace using blockchains has been built."
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Children with cerebral palsy must perform daily exercise which is a tedious and energy consuming task. Exergames can make this routine more engaging, which can increase the compliance of the patient. This research explores the feasibility of an exergame device called the Squid Monster. The device is the result of a research through design process, and it is designed to be played on smartphones in the home environment. It operates on the smartphone's integrated sensors and two external squeeze sensors, making it accessible and cost-effective. We conceptualize how the design can be supported using a machine learning adaptive difficulty system, aiming to increase flow and therapeutic adherence of the device. Ultimately, guidelines are provided to designers for future work in this field.
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IGNITION (European Digital Literacy Coalition for Inclusion, Collaboration and Inclusion in Higher Education) is an Erasmus funded Cooperation Partnership and its main goal is to enhance digital literacy and inclusion for teachers, faculty staff, students and life-long learners in external organizations that partners collaborate with. IGNITION aims to increase awareness of and competence development in digital literacy of all people involved in digital transformation of higher education institutions through the project’s outcomes: A Common Digital Agenda that gives direction to our activitiesan Online Self-assessment tool to learn from and with each other; the Digital Challenge Innovation Learning Lab (DChiLL),the transnational Community of Practice for Digital Literacy and Inclusion (CoP), and the Toolkit for engaging with external stakeholders through digital mediaPartners are Hanze University of Applied Sciences (The Netherlands), South East Technological University (Ireland), Hochschule Bremen (Germany), Polytechnic Institute of Braganza (Portugal).
The project proposal focuses on Virtual Humans (VHs) emerging as a Key Enabling Technology (KET) for societal prosperity. VHs (or embodied, digital, intelligent agents) are highly realistic and highly interactive digital representations of humans in entertainment of serious applications. Most known examples – beyond video games and virtual media productions – are virtual influencers, virtual instructors, virtual news readers, and virtual doctors/patients in health care or therapy. It is increasingly difficult for academic and applied researchers, let alone for users and policymakers, to keep up with the technological developments, societal uses, and risks of VHs. Due to its expertise in game technology, immersive media, and applied AI, BUas is one of the leading partners of the regional Virtual Human Research, Development and Innovation (RDI) agenda. MindLabs coordinates this agenda with BUas, Fontys Uas, and Tilburg University as principal partners. The multidisciplinary RDI agenda integrates design and engineering research, use case applications and evaluation as well as ethics and critical societal reflection. This regional Virtual Humans agenda, however, is not (yet) linked to the EU RDI agenda. Collaboration on Virtual Humans RDI is not yet well established in EU institutions and networks. The aim of this project is to 1) strengthen (our) European-knowledge position on VHs by joining and building networks to find out what the research and innovation agenda on VHs looks like; 2) Conduct one or more experimental studies on empathic interaction between real- and virtual humans to develop a multidisciplinary R&D agenda (pilot title: 'Virtual Humans – Real Emotions'); 3) Develop the ideas, content and partnerships for strong EU-funded RDI proposals In the VESPER project, we partner up with researchers and knowledge institutes the Humbolt University and the University of Bremen in Germany and Howest in Belgium.