Particulate matter (PM) exposure, amongst others caused by emissions and industrial processes, is an important source of respiratory and cardiovascular diseases. There are situations in which blue-collar workers in roadwork companies are at risk. This study investigated perceptions of risk and mitigation of employees in roadwork (construction and maintenance) companies concerning PM, as well as their views on methods to empower safety behavior, by means of a mental models approach. We held semi-structured interviews with twenty-two employees (three safety specialists, seven site managers and twelve blue-collar workers) in three different roadwork companies. We found that most workers are aware of the existence of PM and reduction methods, but that their knowledge about PM itself appears to be fragmented and incomplete. Moreover, road workers do not protect themselves consistently against PM. To improve safety instructions, we recommend focusing on health effects, reduction methods and the rationale behind them, and keeping workers’ mental models into account. We also recommend a healthy dialogue about work-related risk within the company hierarchy, to alleviate both information-related and motivation-related safety issues. https://doi.org/10.1016/j.ssci.2019.06.043 LinkedIn: https://www.linkedin.com/in/john-bolte-0856134/
This essay explores the notion of resilience by providing a theoretical context and subsequently linking it to the management of safety and security. The distinct worlds of international security, industrial safety and public security have distinct risks as well as distinct ‘core purposes and integrities’ as understood by resilience scholars. In dealing with risks one could argue there are three broad approaches: cost-benefit analysis, precaution and resilience. In order to distinguish the more recent approach of resilience, the idea of adaptation will be contrasted to mitigation. First, a general outline is provided of what resilience implies as a way to survive and thrive in the face of adversity. After that, a translation of resilience for the management of safety and security is described. LinkedIn: https://www.linkedin.com/in/juul-gooren-phd-cpp-a1180622/
The purpose of this paper is to reflect on the experiences of safety and security management students, enrolled in an undergraduate course in the Netherlands, and present quantitative data from an online survey that aimed to explore the factors that have contributed to students’ satisfaction with, and engagement in, online classes during the COVID-19 pandemic. The main findings suggest an interesting paradox of technology, which is worth further exploration in future research. Firstly, students with self perceived higher technological skill levels tend to reject online education more often as they see substantial shortcomings of classes in the way they are administered as compared to the vast available opportunities for real innovation. Secondly, as opposed to democratising education and allowing for custom-made, individualistic education schedules that help less-privileged students, online education can also lead to the displacement of education by income-generating activities altogether. Lastly, as much as technology allowed universities during the COVID-19 pandemic to continue with education, the transition to the environment, which is defined by highly interactive and engaging potential, may in fact be a net contributor to the feelings of social isolation, digital educational inequality and tension around commercialisation in higher education.
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In 2007 at Ropecon, a large Finnish roleplaying convention, Emily Care Boss coined the term bleed to refer to emotional transference that sometimes happened to players of roleplaying games. Bleed describes an effect where emotions and attitudes experienced while roleplaying a character continue on after the roleplaying session was over, or the other way around, where a player brings their own feelings into the character they are embodying. For example, a player would roleplay a romance with another player's character, and then develop feelings for said player after the game was over. Bleed can create powerful effects in a roleplaying session, both positive and negative, which has resulted in the development of various best practices and safety tools that analogue game designers can draw upon, and roleplaying games frequently have mechanics designed around inducing and maximizing particular types of bleed in their players. Bleed mechanics lend themselves particularly well to exploring queer and otherwise marginalized identities, generating empathy, and exploring acts of political resistance. They are a powerful tool in the analogue game designers’ toolbox. Digital games make comparatively far less use of bleed in their designs than analogue games—the concept of bleed is not well-known among digital game designers. Consequently, there is little guidance for designing digital bleed mechanics, and insufficient safety tools with which to do so. With how powerful these effects can be, the knowledge and tools gaps for digital games needs addressing. This research project will create primarily digital narrative games that are explicitly designed to invoke bleed, and seeks to provide designers with new frameworks and safety tools to create bleed effects for digital games. Games will be created with varying themes and approaches regarding identity and storytelling to explore how, in particular, narrative design influences bleed in digital games.
This is a doctoral research project on the Professional Doctorate Arts + Creative pilot scheme. The project studies design and safety tools around 'bleed', a term used in roleplaying game spaces to describe emotions from a roleplaying session affecting the player outside of the game (and viceversa). Bleed design will be applied to the production of digital narrative games.