This book provides a sample of studies and concepts created within the project Media ENriched Sport ExperienceS (MENSES). A project powered by Hilversum Media Campus, ZIGGO and Breda University of Applied Sciences. MENSES aims to create new media enriched sport experiences, by means of introducing innovative digital concepts combining media entertainment and live sport content. It wants to share building stones and blueprints to be accessed in Hilversum. As such it will help organizations to answer the question 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 should be turned into a memorable sport experience
ID3AS is a programme in the field of sensor technology to stimulate innovation and network creation in the Eems Dollard Region (EDR), the most northern region along the Dutch-German border. The ID3AS-programme provided an opportunity for over 80 students with different backgrounds to participate on a scala of real world challenges. Real world learning environments like these are becoming increasingly popular in education, so it is important that we know how to organise the participation of students and tutors effectively.However, in ID3AS it proved challenging to realise a fruitful learning experience for the students, while simultaneously adding real value to the projects. The difficulty stems from the fact that both students and tutors struggle with the inherent unclarity of innovation projects, while at the same time industry partners need actual results. We think that the currently prevailing approach of the student learning by discovery, with the tutor in the role of process supervisor, is suboptimal in these conditions. Based on our experiences we propose to have students join a consortium as an 'apprentice’ to a ‘master’. The master, being a tutor from either university or company, should be comfortable with leading by example in an uncertain environment where both learning outcomes and concrete results are expected. We present several examples where this approach worked and give the outline of an experiment we plan to conduct on this topic.
Energy transition is key to achieving a sustainable future. In this transition, an often neglected pillar is raising awareness and educating youth on the benefits, complexities, and urgency of renewable energy supply and energy efficiency. The Master Energy for Society, and particularly the course “Society in Transition”, aims at providing a first overview on the urgency and complexities of the energy transition. However, educating on the energy transition brings challenges: it is a complex topic to understand for students, especially when they have diverse backgrounds. In the last years we have seen a growing interest in the use of gamification approaches in higher institutions. While most practices have been related to digital gaming approaches, there is a new trend: escape rooms. The intended output and proposed innovation is therefore the development and application of an escape room on energy transition to increase knowledge and raise motivation among our students by addressing both hard and soft skills in an innovative and original way. This project is interdisciplinary, multi-disciplinary and transdisciplinary due to the complexity of the topic; it consists of three different stages, including evaluation, and requires the involvement of students and colleagues from the master program. We are confident that this proposed innovation can lead to an improvement, based on relevant literature and previous experiences in other institutions, and has the potential to be successfully implemented in other higher education institutions in The Netherlands.
Evaluating player game experiences through biometric measurementsThe BD4CG (Biometric Design for Casual Games project) worked in a highly interdisciplinary context with several international partners. The aim of our project was to popularize the biometric method, which is a neuro-scientific approach to evaluating the player experience. We specifically aimed at the casual games sector, where casual games can be defined as video or web-based games with simple and accessible game mechanics, non threatening themes and generally short play sessions. Popular examples of casual games are Angry Birds and FarmVille. We focussed on this sector because it is growing fast, but its methodologies have not grown with it yet. Especially the biometrics method has so far been almost exclusively used domain by the very large game developers (such as Valve and EA). The insights and scientific output of this project have been enthusiastically embraced by the international academic arena. The aim of the grant was to focus on game producers in the casual sector, and we have done so but we also established further contacts with the game sector in general. Thirty-one outputs were generated, in the form of presentations, workshops, and accepted papers in prominent academic and industry journals in the field of game studies and game user research. Partners: University of Antwerpen, RANJ, Forward Games, Double Jungle, Realgames, Dreams of Danu, Codemasters, Dezzel, Truimph Studios, Golabi Studios
Levenscyclusdenken (meenemen van de impact van gehele levenscyclus van woningen op milieu, bewoners en productieketen) structureel invoeren is moeilijk voor woningcorporaties. Er worden wel pilots uitgevoerd, maar meestal eindigt het daar. Wat zijn belangrijke barrières en enablers en hoe kunnen deze weggenomen worden? Dat is de vraag in dit project.Doel Het project beoogt binnen drie woningcorporaties een intern gesprek tussen alle organisatielagen te ontsluiten over levenscyclusdenken, omdat we verwachten dat het ontbreken van dit gesprek een belangrijke barrière is. Op basis van groepsgesprekken en individuele interviews ontwerpen we een interne dialoog-tool. Looptijd 01 december 2020 - 30 november 2021 Resultaten Leer- en bewustwordingsproces onder beroepsprofessionals uit verschillende hiërarchische lagen en afdelingen van woningcorporaties over levenscyclusdenken; Visualisatie van de complexiteit van levenscyclusdenken bij woco’s; Netwerkvorming en vraagarticulatie voor opstarten groter project; Prototype van een dialoog-tool die woco’s in staat stelt zelf een interne dialoog op gang te brengen. Relevantie Naast doorwerking in de praktijk van woningcorporaties en onderzoek (kennis over barrières en enablers van levenscyclusdenken) werkt het project direct door in de onderwijspraktijk van de HU bijde Master of Urban Area Development. De genoemde woningcorporaties zijn opdrachtgever voor masterstudenten. Het activiteitenplan is gekoppeld aan de looptijd van de cursus “Strategisch beheer”. Aanpak Binnen het consortium van woningcorporaties, ketenpartners en experts ontsluiten we via een groepsgesprek en interne interviews (n=12) een dialoog tussen projectleider, asset manager, directie en/of beleids- of strategiemedewerker en financiën over de gevolgen van levenscyclusdenken op de interne organisatie van woningcorporaties. Vervolgens ontwerpen we een prototype voor een interne dialoog-tool die we testen in een eind(groeps)dialoog en met studenten van de Master of Urban and Area Development. Onderstaand beeld: impressie Mural-dialoog over het structureel invoeren van levenscyclusdenken. Concretisering HU-promotieonderzoek Het project bouwt voort op het HU-promotieonderzoek van Marieke Venselaar, die in 2017 promoveerde op het proefschrift 'Work Floor Experiences of Supply Chain Partnering in the Dutch Housing Sector', waarbij zij het gebrek aan interne dialoog over levenscyclusdenken reeds vaststelde. Marieke is inmiddels werkzaam als asset manager bij woningcorporatie Rochdale, maar wel als expert betrokken bij dit project. Website en blog Marieke Venselaar: www.mariekevenselaar.nl Cofinanciering Het onderzoek wordt gefinancierd door NWO (Regieorgaan SIA) Registratienummer KIEM.K20.01.009