This paper analyses how managed coworking spaces affect the innovation process of their members. Managed coworking spaces are working environments for independent professionals, with an active role of the manager of the space to foster collaboration and interaction. These locations emerged in the late 2000s and were designed to host people who endeavor to break isolation and to find a convivial environment that favors meetings and collaboration (Moriset, 2013). It is often taken for granted that coworking contributes to innovation (Botsman & Rogers, 2011). Earlier research discussed outcomes of coworking, such as cooperative working (e.g. Leforestier, 2009, Spinuzzi, 2012), getting access to new knowledge (van Winden et al., 2012), or having new business opportunities (Groot, 2013). Yet, it is not fully understood how coworking spaces can be effective in fostering these outcomes, and what role management could play. The managers of coworking spaces deploy a variety of strategies to foster interaction and collaboration, but there has been very little systematic analysis of the effects on interaction and innovation. This paper proposes a typology of strategic management tools applied by coworking spaces, and aims to shed light on the effectiveness for interaction and innovation. In the empirical part, we describe and analyze two coworking spaces in Amsterdam. The implications for proprietors of coworking spaces and policy makers are analyzed in view of the potential contributions of these spaces to local collaborations, knowledge transfer and new business opportunities.
This study provides a comprehensive analysis of the AI-related skills and roles needed to bridge the AI skills gap in Europe. Using a mixed-method research approach, this study investigated the most in-demand AI expertise areas and roles by surveying 409 organizations in Europe, analyzing 2,563 AI-related job advertisements, and conducting 24 focus group sessions with 145 industry and policy experts. The findings underscore the importance of both general technical skills in AI related to big data, machine learning and deep learning, cyber and data security, large language models as well as AI soft skills such as problemsolving and effective communication. This study sets the foundation for future research directions, emphasizing the importance of upskilling initiatives and the evolving nature of AI skills demand, contributing to an EU-wide strategy for future AI skills development.
MULTIFILE
12/31/2023A world where technology is ubiquitous and embedded in our daily lives is becoming increasingly likely. To prepare our students to live and work in such a future, we propose to turn Saxion’s Epy-Drost building into a living lab environment. This will entail setting up and drafting the proper infrastructure and agreements to collect people’s location and building data (e.g. temperature, humidity) in Epy-Drost, and making the data appropriately available to student and research projects within Saxion. With regards to this project’s effect on education, we envision the proposal of several derived student projects which will provide students the opportunity to work with huge amounts of data and state-of-the-art natural interaction interfaces. Through these projects, students will acquire skills and knowledge that are necessary in the current and future labor-market, as well as get experience in working with topics of great importance now and in the near future. This is not only aligned with the Creative Media and Game Technologies (CMGT) study program’s new vision and focus on interactive technology, but also with many other education programs within Saxion. In terms of research, the candidate Postdoc will study if and how the data, together with the building’s infrastructure, can be leveraged to promote healthy behavior through playful strategies. In other words, whether we can persuade people in the building to be more physically active and engage more in social interactions through data-based gamification and building actuation. This fits very well with the Ambient Intelligence (AmI) research group’s agenda in Augmented Interaction, and CMGT’s User Experience line. Overall, this project will help spark and solidify lasting collaboration links between AmI and CMGT, give body to AmI’s new Augmented Interaction line, and increase Saxion’s level of education through the dissemination of knowledge between researchers, teachers and students.
De horeca-sector en het toerisme worden zwaar getroffen door de huidige crisis. Omzetschade is historisch groot; tegelijkertijd zijn er vanuit de praktijk veel vragen over hoe nieuwe werkwijzen moeten worden ontwikkeld en toegepast. Voor onze sector voorziet onderzoek in het kader van de Impuls-regeling daarom onmiskenbaar in een grote maatschappelijke behoefte. Hotelschool The Hague (HTH) zet strategisch in op het behoud en de versterking van praktijkgericht onderzoek en op het onderzoekend vermogen van haar studenten. Onderzoekend vermogen is, voor toekomstige afstudeerders in een snel veranderende arbeidsmarkt, door de HTH gedefinieerd als cruciale kernvaardigheid. In dit kader zijn recent de onderwijs- en onderzoeksprogramma’s van de HTH hervormd rond de principes van Design Oriented Research. Door de COVID-19 crisis is de continuïteit van het praktijkgericht onderzoek van de HTH, misschien nog wel meer dan bij brede hogescholen onder druk komen te staan. Met het hier voorgestelde Impuls 2020 bestedingsplan wil HTH de onderzoeksfunctie van haar praktische outlets — haar schoolrestaurants en -hotels— verder versterken zodat deze kunnen worden ingericht en gebruikt als ‘test-beds’ of HTH Labs. De schoolrestaurants en -hotels worden hiermee een faciliteit voor experimenteel, praktijkgericht onderzoek waar in commerciële bedrijven vaak geen mogelijkheid voor is. Dit Impuls 2020 voorstel behelst de visievorming voor de HTH Labs en de netwerkvorming met andere kennisinstellingen en met bedrijven als beoogde afnemers van de kennis die in de Labs ontwikkeld zal worden. Het voorstel voorziet tevens in de uitvoering van 3 pilotstudies die de mogelijkheden van de HTH Labs inzichtelijk maken voor het bedrijfsleven. De Impuls financiering zal uiteindelijk resulteren in een operationele onderzoeksfaciliteit in de schoolrestaurants en -hotels van de HTH, en in drie onderzoeksrapporten met bijbehorende disseminatie-activiteiten.
Media ENriched Sport ExperienceS (MENSES) creates media enriched sport experiences by introducing innovative digital concepts that combine media entertainment and live sport content What would you do to increase the experience of a live sport event? Do you think it is needed? Would you start with the visitors of the live event or the people that attend the live event through media? Why not connect the live audience with the people watching it through a medium to create a better overall experience? Media ENriched Sport ExperienceS aims to help organisations to answer the question of how live and broadcasted sport experiences can be enriched by means of new digital strategies. By combining interaction, transformation and data enrichment, the mediated and live sport events could be turned into memorable sport experiences. With a multidisciplinary team of professionals and (over 300) students, which reflects on the media knowledge on the one hand and on the leisure and live events knowledge on the other hand, as well as the skills to measure experiences, 50 concepts will be created and tested.Partners: VodafoneZIGGOCity of HilversumMediaPerspectivesUnitedBeeld & GeluidSailing Innovation CenterHuddersfield Town