This paper has the objective of finding a viable theoretical foundation for Enterprise Information Management (EIM) in World 2.0. The framework of the “Archive-as-Is” is an organization-oriented archival theory. The framework is a declarative model for understanding the archive “as is”, how it has been designed, constructed, processed, manipulated, and managed, and how it has “grown” to be the archive that the organization that generated it, wanted it to be. From the moment of their creation, archives are distortions of reality, only presenting biased images of the past due to the way organizations (and the people) “behave”. Contextualizing (by archivists) will be crucial to “correct” that distortion as much as is possible. The challenge in World 2.0 is to ensure that the organizational archive can be used as a “trusted” resource and be managed in such a way that an organization can survive the challenges of World 2.0. The theoretical framework of the “Archive-as-Is” may be the model that could be used to realize just that.--Spanish:Este trabajo tiene como objetivo encontrar una base teórica viable para la gestión de la información empresarial (EIM) en un Mundo 2.0. El entorno “Archive-as-Is” es una teoría archivística dirigida a la organización. Es un modelo para entender el archivo "tal cual", cómo se diseñó, construyó, procesó, manipuló y administró, y cómo "creció" para constituir el archivo que la organización que lo generó quería que fuera. Desde el momento de su creación, los archivos son distorsiones de la realidad, solo presentan imágenes sesgadas del pasado debido a la forma en que las organizaciones (y las personas) se "comportan". La contextualización (de los archiveros) será crucial para "corregir" la distorsión. El desafío es garantizar que el archivo se pueda utilizar como un recurso “confiable” y se administre de tal manera que una organización pueda sobrevivir a los desafíos de Mundo 2.0. El marco de actuación del "Archive-as-Is" podría utilizarse para conseguirlo.
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This speech discusses how the professorship intends to support practitioners in the nursing domain and contribute to shaping nursing leadership and each person's professional individuality. The title of the speech, “Notes on Nursing 2.0,” is particularly intended to emphasize the need for these changes in the nursing domain. Not by assuming that nothing has changed in care and nursing since Nightingale's time. There has. Being educated in the professional domain is not only a given but a requirement. The knowledge domain of care and nursing has developed far and wide in nursing diagnostics and standards. Nursing science research, which Nightingale once started as the first female statistician in the British Kingdom, has firmly established itself in education and practice. Wanting to be of significance to others out of compassion is still the professional motivation, but there is no longer a subservient servitude (Cingel van der, 2012). At the same time, wholehearted leadership is not yet taken for granted in daily practice and optimal professional practice falters due to an equality principle of differently educated caregivers and nurses that has been held for too long. That is the need for change to which this 2.0 version “Notes on Nursing” and the lectorate want to contribute in the coming years. Chapter 1, through the metaphors in the story “The Cat Who Looked at the King,” describes the vision of emancipatory action research and the change principles that the lectorate will deploy. Chapter 2 contains the reason, mission and lines of research that are interrelated within the lectorate. Chapters 3 and 4 address the themes of identity and leadership, discussing their interrelationship with professional practice and developing a research culture. In addition, specific aspects that influence practice and work culture today are addressed, and how the lectorate contributes specifically to the development of nursing leadership and the formation of professional identity in the relevant domain is described. Chapter 5 contains a summary of the principles on which the research program is based, as well as information on current and future projects. Chapter 6 provides background information on the lector and the members of the knowledge circle.
In diesem Vortrag möchte ich einen Blick auf die möglichen Synergien zwischen den neuen Medien und dem Theater werfen, doch vielleicht anders als dies üblicherweise getan wird. Statt den Gebrauch von Videoprojektoren auf der Bühne zu untersuchen oder Schauspieler und Tänzer mit Geräten zur Verfolgung von Bewegungsabläufen auszustatten, möchte ich vorschlagen, dass das Theater einige der kritischen Ideen integriert, die wir in den letzten Jahren in unseren Untersuchungen der sozialen Medien und des Web 2.0 entwickelt haben.
Physical rehabilitation programs revolve around the repetitive execution of exercises since it has been proven to lead to better rehabilitation results. Although beginning the motor (re)learning process early is paramount to obtain good recovery outcomes, patients do not normally see/experience any short-term improvement, which has a toll on their motivation. Therefore, patients find it difficult to stay engaged in seemingly mundane exercises, not only in terms of adhering to the rehabilitation program, but also in terms of proper execution of the movements. One way in which this motivation problem has been tackled is to employ games in the rehabilitation process. These games are designed to reward patients for performing the exercises correctly or regularly. The rewards can take many forms, for instance providing an experience that is engaging (fun), one that is aesthetically pleasing (appealing visual and aural feedback), or one that employs gamification elements such as points, badges, or achievements. However, even though some of these serious game systems are designed together with physiotherapists and with the patients’ needs in mind, many of them end up not being used consistently during physical rehabilitation past the first few sessions (i.e. novelty effect). Thus, in this project, we aim to 1) Identify, by means of literature reviews, focus groups, and interviews with the involved stakeholders, why this is happening, 2) Develop a set of guidelines for the successful deployment of serious games for rehabilitation, and 3) Develop an initial implementation process and ideas for potential serious games. In a follow-up application, we intend to build on this knowledge and apply it in the design of a (set of) serious game for rehabilitation to be deployed at one of the partners centers and conduct a longitudinal evaluation to measure the success of the application of the deployment guidelines.