This book is the account of teaching practice linked to research projects, a practice that is able to create new, unexpected values in the complex patchwork of the city through experimental and strategic interventions with greenery. That the interventions involve greenery is obviously linked to the fact that the Van Hall Larenstein university of applied sciences specializes in nature and agriculture, but there is also a practical reason. Green spaces act as a cohesive force, as is shown again and again in the Netherlands and in the Lively Cities programme. Particularly in the urban context, green spaces have a distinctive and perhaps even emotional value that encourages people to pause there and makes them think about their appreciation of a place. Greenery triggers people to take part in social experiments. But that is just the beginning.
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Het besef groeit dat het stedelijk groen meer is dan ecologie en biodiversiteit. Dat besef is in het hedendaagse groenbeheer nog geen gewoongoed. Daarom willen we vanuit de praktijk van Hogeschool Van Hall Larenstein in dit boek proberen aan te geven wat er in het groenbeheer mogelijk is met strategische inzet van groen in de stad, en welke competenties groenbeheerders hiervoor nodig hebben.
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This Professional Doctorate (PD) project explores the intersection of artistic research, digital heritage, and interactive media, focusing on the reimagining of medieval Persian bestiaries through high dark fantasy and game-making. The research investigates how the process of creation with interactive 3D media can function as a memory practice. At its core, the project treats bestiaries—pre-modern collections of real and imaginary classifications of the world—as a window into West and Central Asian flora, fauna, and the landscape of memory, serving as both repositories of knowledge and imaginative, cosmological accounts of the more-than-human world. As tools for exploring non-human pre-modern agency, bestiaries offer a medium of speculative storytelling, and explicate the unstable nature of memory in diasporic contexts. By integrating these themes into an interactive digital world, the research develops new methodologies for artistic research, treating world-building as a technique of attunement to heritage. Using a practice-based approach, the project aligns with MERIAN’s emphasis on "research in the wild," where artistic and scientific inquiries merge in experimental ways. It engages with hard-core game mechanics, mythopoetic decompressed environmental storytelling, and hand-crafted detailed intentional world-building to offer new ways of interacting with the past that challenges nostalgia and monumentalization. How can a cultural practice do justice to other, more experimental forms of remembering and encountering cultural pasts, particularly those that embrace the interconnections between human and non-human entities? Specifically, how can artistic practice, through the medium of a virtual, bestiary-inspired dark fantasy interactive media, allow for new modes of remembering that resist idealized and monumentalized histories? What forms of inquiry can emerge when technology (3D media, open-world interactive digital media) becomes a tool of attention and a site of experimental attunement to cosmological heritage?
"Regenerative Renaissance" (RR) embarks on an innovative journey to reshape the Fashion and Textile Industry's (FTI) societal and environmental influence. This project, led by University of Groningen (UG) in partnership with fashion designer Joline Jolink (JJ) and local farm Boerderij Gagel: Lente Land (LL) aims to transform Joline’s business into a leading regenerative small-medium enterprise (SME), establishing new norms for social and net positive circularity in the Dutch FTI. It probes how the FTI can progress from sustainability (net zero) to regeneration (net positive), focusing on fostering a symbiotic bond between fashion/textile production and land regeneration, connecting textiles and people with the land. This vision transcends traditional sustainability, seeking to actively enhance environmental restoration, biodiversity and creating multiple values. It entails a transformation of the fashion business model (BM), embedding regenerative practices into all aspects of running a fashion business and strengthening the ties between humans and nature. RR strives to reduce the fashion industry's environmental impact while enriching ecosystems and communities. The project involves collaborating with local communities and stakeholders to co-create initiatives like community farming, educational workshops, creating alternative products and a clothing line that reflects regeneration principles in its making and storytelling. The ultimate goal is to develop a replicable regenerative BM for the FTI, redefining the interaction between fashion, society, and the environment, and prompting a balanced shift towards a sustainable, ecologically harmonious future.
The increasing concentration of people in urban environments in an era of globalisation means that social, economic, and environmental resources for living and working are under pressure. Urban communities experience increased stress levels due to inadequate and overburdened infrastructure and services, challenges due to ethnic and cultural diversity, socio-economic inequalities as well as the impact of environmental degradation. For these communities to build resilience under these circumstances therefore requires a multipronged approach. The underlying question this project will answer is: “What are the key characteristics of experiencescapes that contribute to resilience-building in communities?” The project will dive into the identification of building blocks of experiencescapes and roles of relevant actors that can support communities in building resilience. Within the context of a multidisciplinary approach, this project applies a range of qualitative research methods, such as in-depth interviews, focus groups, participant observation, storytelling techniques, life stories, as well as various biometric quantitative methods, available through the experience lab of BUas. The outcome of the project will enable practitioners and researchers alike in various sectors to understand what and how they can contribute to creating an environment in which people can meaningfully interact in a way that builds resilience in communities. This outcome is communicated not only through academic publications and conference contributions, but also through public reports and a handbook for practitioners and students. These reports and handbooks support identification and application of building blocks of experiencescapes that support building resilience in communities. Finally, the knowledge generated in the project will contribute to the development of curricula of various educational programmes at Breda University of Applied Sciences by expanding the scope of experience design into the area of people-to-people relationships.