Websites placing cookies on your computer to track your browsing behavior. TikTok stores your personal data in China. Are you aware of what products, services, and organisations do with your personal data? It is often not obvious. Our digital lives are becoming more and more prominent. We are now meeting each other virtually for work and leisure, and are spotted and traced without our knowledge, both in physical places (public areas and streets) and in virtual spaces. Technology is developing rapidly and policy makers are not able to keep up, resulting in unknown threats for citizens in modern society. Moreover, technology can lead to inequality and exclusion, as demonstrated in the Dutch childcare benefits scandal. The aim of the Inholland Digital Rights Research Team, co-founded by Professors Wina Smeenk, Ander de Keijzer and Ben Wagner, is to focus their work on the social, economic, cultural, communication, design and technological elements that can lead to a digitally responsible society. This means that we want to be part of the debate and research on how technology in our digital age can contribute to the quality of peoples’ lives: how can people benefit from the digital society and how are they hindered, or even worse, excluded from partaking in our digital society. We do this in our research lines, as well as in the sustainable media lab courses and the data-driven minor.
Standard SARS-CoV-2 testing protocols using nasopharyngeal/throat (NP/T) swabs are invasive and require trained medical staff for reliable sampling. In addition, it has been shown that PCR is more sensitive as compared to antigen-based tests. Here we describe the analytical and clinical evaluation of our in-house RNA extraction-free saliva-based molecular assay for the detection of SARS-CoV-2. Analytical sensitivity of the test was equal to the sensitivity obtained in other Dutch diagnostic laboratories that process NP/T swabs. In this study, 955 individuals participated and provided NP/T swabs for routine molecular analysis (with RNA extraction) and saliva for comparison. Our RT-qPCR resulted in a sensitivity of 82,86% and a specificity of 98,94% compared to the gold standard. A false-negative ratio of 1,9% was found. The SARS-CoV-2 detection workflow described here enables easy, economical, and reliable saliva processing, useful for repeated testing of individuals.
LINK
As most Universities around the world the Amsterdam University of Applied Sciences conduct surveys (student evaluation monitor: STEM) among their students to evaluate the different courses and their teachers. At the Department of Media, Information and Communication the response by students tend to decline in the course of the year. In 2011-2012 with a limited enrolment of 900 first year students, 70% responded to the first survey conducted after the first exams in October and dropped to 26% in the last survey at the end of the first year (July 2012). In 2012-2013 (with the same amount of students) the response was respectively 75% and 30%. This might be due to several factors, such as the length of the questionnaire, the way the survey is spread (via e-mail to the students University account), the time of spreading the surveys (after the courses and exams) or simple due to lack of interest. Another problem of the surveys is found in the quest to limit the length of the questionnaires. Hereby, some relevant aspects to apprehend the success of students (or the return of the department) and the quality of the courses and teachers aren’t measured, such as: coherence between the courses, the students opinion about the form of education and exams, the connection between the evaluation and the exam results or other influential factors of student’s success. Given these difficulties and the fact that insight in all of the above mentioned aspects are crucial for both students and teachers and not in the least for the management, a new approach for evaluating is needed. An evaluating system that can uncover crucial information, for example to pinpoint the characteristics of dropout or long-term students in order to limit these, and/or improve the education/course. This paper will describe a pilot study wherein a first step towards a new way of evaluating is taken by separating the course- and teacher evaluation from the rest of the surveys by using an app/QR or website. Furthermore, the literature about in- or outside class surveys and student success will serve as a theoretical base for the discussion this pilot and is part of a broader PhD research.
LINK
Energy transition is key to achieving a sustainable future. In this transition, an often neglected pillar is raising awareness and educating youth on the benefits, complexities, and urgency of renewable energy supply and energy efficiency. The Master Energy for Society, and particularly the course “Society in Transition”, aims at providing a first overview on the urgency and complexities of the energy transition. However, educating on the energy transition brings challenges: it is a complex topic to understand for students, especially when they have diverse backgrounds. In the last years we have seen a growing interest in the use of gamification approaches in higher institutions. While most practices have been related to digital gaming approaches, there is a new trend: escape rooms. The intended output and proposed innovation is therefore the development and application of an escape room on energy transition to increase knowledge and raise motivation among our students by addressing both hard and soft skills in an innovative and original way. This project is interdisciplinary, multi-disciplinary and transdisciplinary due to the complexity of the topic; it consists of three different stages, including evaluation, and requires the involvement of students and colleagues from the master program. We are confident that this proposed innovation can lead to an improvement, based on relevant literature and previous experiences in other institutions, and has the potential to be successfully implemented in other higher education institutions in The Netherlands.
De inzet van blended care in de zorg neemt toe. Hierbij wordt fysieke begeleiding (face-to-face) met persoonlijke aandacht door een zorgprofessional afgewisseld met digitale zorg in de vorm van een platform of mobiele applicatie (eHealth). De digitale zorg versterkt de mogelijkheden van cliënten om in hun eigen omgeving te werken aan gezondheidsdoelen en handvatten tijdens de face-to-face momenten. Een specifieke groep die baat kan hebben bij blended care zijn ouderen die na revalidatie in de geriatrische revalidatiezorg (GRZ) thuis verder revalideren. Focus op zowel bewegen (door fysio- en oefentherapeut) en voedingsgedrag (door diëtist) is hierbij essentieel. Echter, na een intensieve zorgperiode tijdens hun opname wordt revalidatie veelal thuis afgeschaald en overgenomen door een ambulant begeleidingstraject of de eerste lijn. Een groot gedeelte van de ouderen ervaart een terugval in fysiek functioneren en zelfredzaamheid bij thuiskomt en heeft baat bij intensieve zorg omtrent voeding en beweging. Een blended interventie die gezond beweeg- en voedingsgedrag combineert biedt kansen. Hierbij is maatwerk voor deze kwetsbare ouderen vereist. Ambulante en eerste lijn diëtisten, fysio- en oefentherapeuten erkennen de meerwaarde van blended care maar missen handvatten en kennis over hoe blended-care ingezet kan worden bij kwetsbare ouderen. Het doel van het huidige project is ouderen én hun behandelaren te ondersteunen bij het optimaliseren van fysiek functioneren in de thuissituatie, door een blended voeding- en beweegprogramma te ontwikkelen en te testen in de praktijk. Ouderen, professionals en ICT-professionals worden betrokken in verschillende co-creatie sessies om gebruikersbehoefte, acceptatie en technische eisen te verkennen als mede inhoudelijke eisen zoals verhouding face-to-face en online. In samenspraak met gebruikers wordt de blended BITE-IT interventie ontwikkeld op basis van een bestaand platform, waarbij ook gekeken wordt naar het gebruik van bestaande en succesvolle applicaties. De BITE-IT interventie wordt uitgebreid getoetst op haalbaarheid en eerste effectiviteit in de praktijk.
This project develops a European network for transdisciplinary innovation in artistic engagement as a catalyst for societal transformation, focusing on immersive art. It responds to the professionals in the field’s call for research into immersive art’s unique capacity to ‘move’ people through its multisensory, technosocial qualities towards collective change. The project brings together experts leading state-of-the-art research and practice in related fields with an aim to develop trajectories for artistic, methodological, and conceptual innovation for societal transformation. The nascent field of immersive art, including its potential impact on society, has been identified as a priority research area on all local-to-EU levels, but often suffers from the common (mis)perception as being technological spectacle prioritising entertainment values. Many practitioners create immersive art to enable novel forms of creative engagement to address societal issues and enact change, but have difficulty gaining recognition and support for this endeavour. A critical challenge is the lack of knowledge about how their predominantly sensuous and aesthetic experience actually lead to collective change, which remains unrecognised in the current systems of impact evaluation predicated on quantitative analysis. Recent psychological insights on awe as a profoundly transformative emotion signals a possibility to address this challenge, offering a new way to make sense of the transformational effect of directly interacting with such affective qualities of immersive art. In parallel, there is a renewed interest in the practice of cultural mediation, which brings together different stakeholders to facilitate negotiation towards collective change in diverse domains of civic life, often through creative engagements. Our project forms strategic grounds for transdisciplinary research at the intersection between these two developments. We bring together experts in immersive art, psychology, cultural mediation, digital humanities, and design across Europe to explore: How can awe-experiences be enacted in immersive art and be extended towards societal transformation?