Project objectives Radicalisation research leads to ethical and legal questions and issues. These issues need to be addressed in way that helps the project progress in ethically and legally acceptable manner. Description of Work The legal analysis in SAFIRE addressed questions such as which behavior associated with radicalisation is criminal behaviour. The ethical issues were addressed throughout the project in close cooperation between the ethicists and the researchers using a method called ethical parallel research. Results A legal analysis was made about criminal law and radicalisation. During the project lively discussions were held in the research team about ethical issues. An ethical justification for interventions in radicalisation processes has been written. With regard to research ethics: An indirect informed consent procedure for interviews with (former) radicals has been designed. Practical guidelines to prevent obtaining information that could lead to indirect identification of respondents were developed.
Background: Low-educated patients are disadvantaged in using questionnaires within the health care setting because most health-related questionnaires do not take the educational background of patients into account. The Dutch Talking Touch Screen Questionnaire (DTTSQ) was developed in an attempt to meet the needs of low-educated patients by using plain language and adding communication technology to an existing paper-based questionnaire. For physical therapists to use the DTTSQ as part of their intake procedure, it needs to generate accurate information from all of their patients, independent of educational level. Objective: The aim of this study was to get a first impression of the information that is generated by the DTTSQ. To achieve this goal, response processes of physical therapy patients with diverse levels of education were analyzed. Methods: The qualitative Three-Step Test-Interview method was used to collect observational data on actual response behavior of 24 physical therapy patients with diverse levels of education. The interviews included both think-aloud and retrospective probing techniques. Results: Of the 24 respondents, 20 encountered one or more problems during their response process. The use of plain language and information and communication technology (ICT) appeared to have a positive effect on the comprehensibility of the DTTSQ. However, it also had some negative effects on the interpretation, retrieval, judgment, and response selection within the response processes of the participants in this study. No educational group in this research population stood out from the rest in the kind or number of problems that arose. All respondents recognized themselves in the outcomes of the questionnaire. Conclusions: The use of plain language and ICT within the DTTSQ had both positive and negative effects on the response processes of its target population. The results of this study emphasize the importance of earlier recommendations to accompany any adaption of any questionnaire to a new mode of delivery by demonstrating the difference and equivalence between the two different modes and to scientifically evaluate the applicability of the newly developed mode of the questionnaire in its intended setting. This is especially important in a digital era in which the use of plain language within health care is increasingly being advocated.
PUBLIC PLAY SPACE promotes innovative and creative practices for the co-design of inclusive, cohesive and sustainable public spaces, through the use of games and digital technologies, in a transnational and European perspective, fostering the process of placemaking.Participation of citizens in the design of the public space is recognized as fundamental to build inclusive, cohesive and sustainable public space. As local governments grow more and more interested in civic participation, it becomes important to explore available methodologies addressing challenges related with participatory processes. Games have been proposed since the 1960s as a means of facilitating participatory processes by enabling cooperative environments to shape and support citizens’ interaction. The change led by Information and Communication technologies opens the debate on how advanced technologies, from video games to Virtual and Augmented Reality can help to open the process of co-creation to new audiences, enhancing citizen participation, both with respect to the design and space usage. PUBLIC PLAY SPACE aims to explore the process of development and use of innovative video-games for public space co-design through a wide range of actions targeted at education, knowledge production, debate rising and audience development; it will focus on the following actions:- On-line platform development;- State of the art book development;- 3 Creative & Capacity building workshops on advanced video-games co-development;- 3 Open-Game Events / Public space co-creation workshops with citizens (T: Neighbourhood associations, young people, citizens);- A Co-created touring exhibition on Games for placemaking, taking place in 6 cities;- 1 symposium on games for co-design;- Public Play Space experience book.
An efficient and sustainable logistics process is essential for logistics companies to remain competitive and to manage the dynamic demands and service requirements. Specifically, the first- and last-mile hub-to-hub (inter) logistics is one of the most difficult operations to manage due to low volumes, repetitive operation and short-distance transport, and relatively high waiting times. With the advancements in Industry 4.0 technologies (Internet of Things, Big Data, Cloud computing, Artificial Intelligence), the consortium partners expect that the intelligent and connected technology is a viable solution to improve operational efficiency, coordination, and sustainability of this inter-hub logistics. Despite the promising potential, the impact of technology on inter- and intra-hub (inside hub) logistics operations (such as transportation, communication, and planning) is not well-established. The focus of STEERS is to explore the real-life challenges associated with the logistics operation in a small-to-medium size logistics hub and investigate the potential of intelligent and connected technology to address such challenges. This project will investigate the requirements for the application of automated vehicles in inter-hub transportation and simultaneously explore the potential of intelligent inter-hub corridors. Additionally, inter-hub communications will also provide the opportunity to explore their potential impact on the planning and coordination of intra-hub activities, with an explicit focus on the changing role of human planners. It combines the knowledge of education and research institutes (Hogeschool van Arnhem en Nijmegen, The University of Twente and Hogeschool Rotterdam), logistics industry partners (Bolk Container Transport and Combi Terminal Twente) and public institutes (XL Business Park, Port of Twente and Regio Twente). The insights obtained in this exploratory study will serve as a foundation for the follow-up RAAK-PRO project, in which real-world demonstrators will be developed and tested inside XL Business Park.