This article reports on a post hoc study using a randomised controlled trial with 31,842 students in the Netherlands and an instrument consisting of 21 paired problems. The trial showed a variability in the differences of students’ results in solving contextual mathematical problems with either a descriptive or a depictive representation of the problem situation. In this study the relation between this variability and two task characteristics is investigated: (1) complexity of the task representation; and (2) the content domain of the task. We found indications that differences in performance on descriptive and depictive representations of the problem situation are related to the content domain of the problems. One of the tentative conclusions is that for depicted problems in the domain of measurement and geometry the inferential step from representation of the problem situation to the mathematical problem to be solved is smaller than for word problems.
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During the timespan of the implementation of a system, the why and what against the actual state of the system can change. This difference is referred to as the design problem. Currently, no design problems are identified in Business Rules Management (BRM) and Business Rules Management System (BRMS) literature. To solve problems with a BRMS implementation it is important that the problems solved by this implementation are known, which is not the case. A case study approach is utilized containing two phases of data collection. Phase one consisted of multiple expert interviews focused on creating a set of design problems utilizing existing literature on BRMS design problems. Then, in phase two, the set of design problems were proposed to a selection of thirteen organizations, which indicated if the design problems occurred in a BRMS implementation. This resulted in a set of 24 design problems. The identification of design problems contributes to future research in evaluating BRMS’s. Furthermore, the identification of design problems is a contribution towards situational artifact construction in the field of BRM.
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Background: Art therapy (AT) is frequently offered to children and adolescents with psychosocial problems. AT is an experiential form of treatment in which the use of art materials, the process of creation in the presence and guidance of an art therapist, and the resulting artwork are assumed to contribute to the reduction of psychosocial problems. Although previous research reports positive effects, there is a lack of knowledge on which (combination of) art therapeutic components contribute to the reduction of psychosocial problems in children and adolescents. Method: A systematic narrative review was conducted to give an overview of AT interventions for children and adolescents with psychosocial problems. Fourteen databases and four electronic journals up to January 2020 were systematically searched. The applied means and forms of expression, therapist behavior, supposed mechanisms of change, and effects were extracted and coded. Results: Thirty-seven studies out of 1,299 studies met the inclusion criteria. This concerned 16 randomized controlled trials, eight controlled trials, and 13 single-group pre–post design studies. AT interventions for children and adolescents are characterized by a variety of materials/techniques, forms of structure such as giving topics or assignments, and the use of language. Three forms of therapist behavior were seen: non-directive, directive, and eclectic. All three forms of therapist behavior, in combination with a variety of means and forms of expression, showed significant effects on psychosocial problems. Conclusions: The results showed that the use of means and forms of expression and therapist behavior is applied flexibly. This suggests the responsiveness of AT, in which means and forms of expression and therapist behavior are applied to respond to the client's needs and circumstances, thereby giving positive results for psychosocial outcomes. For future studies, presenting detailed information on the potential beneficial effects of used therapeutic perspectives, means, art techniques, and therapist behavior is recommended to get a better insight into (un)successful art therapeutic elements.
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Our unilateral diet has resulted in a deficiency of specific elements/components needed for well-functioning of the human body. Especially the element magnesium is low in our processed food and results in neuronal and muscular malfunctioning, problems in bone heath/strength, and increased chances of diabetes, depression and cardiovascular diseases. Furthermore, it has also been recognized that magnesium plays an important role in cognitive functioning (impairment and enhancement), especially for people suffering from neurodegenerative diseases (Parkinson disease, Alzheimer, etc). Recently, it has been reported that magnesium addition positively effects sleep and calmness (anti-stress). In order to increase the bioavailability of magnesium cations, organic acids such as citrate, glycerophosphate and glycinate are often used as counterions. However, the magnesium supplements that are currently on the market still suffer from low bio-availability and often do not enter the brain significantly.The preparation of dual/multiple ligands of magnesium in which the organic acid not only functions as a carrier but also has synergistically/complementary biological effects is widely unexplored and needs further development. As a result, there is a strong need for dual/multiple magnesium supplements that are non-toxic, stable, prepared via an economically and ecologically attractive route, resulting in high bioavailability of magnesium in vivo, preferably positively influencing cognition/concentration
The increasing amount of electronic waste (e-waste) urgently requires the use of innovative solutions within the circular economy models in this industry. Sorting of e-waste in a proper manner are essential for the recovery of valuable materials and minimizing environmental problems. The conventional e-waste sorting models are time-consuming processes, which involve laborious manual classification of complex and diverse electronic components. Moreover, the sector is lacking in skilled labor, thus making automation in sorting procedures is an urgent necessity. The project “AdapSort: Adaptive AI for Sorting E-Waste” aims to develop an adaptable AI-based system for optimal and efficient e-waste sorting. The project combines deep learning object detection algorithms with open-world vision-language models to enable adaptive AI models that incorporate operator feedback as part of a continuous learning process. The project initiates with problem analysis, including use case definition, requirement specification, and collection of labeled image data. AI models will be trained and deployed on edge devices for real-time sorting and scalability. Then, the feasibility of developing adaptive AI models that capture the state-of-the-art open-world vision-language models will be investigated. The human-in-the-loop learning is an important feature of this phase, wherein the user is enabled to provide ongoing feedback about how to refine the model further. An interface will be constructed to enable human intervention to facilitate real-time improvement of classification accuracy and sorting of different items. Finally, the project will deliver a proof of concept for the AI-based sorter, validated through selected use cases in collaboration with industrial partners. By integrating AI with human feedback, this project aims to facilitate e-waste management and serve as a foundation for larger projects.
Alcohol use disorder (AUD) is a pattern of alcohol use that involves having trouble controlling drinking behaviour, even when it causes health issues (addiction) or problems functioning in daily (social and professional) life. Moreover, festivals are a common place where large crowds of festival-goers experience challenges refusing or controlling alcohol and substance use. Studies have shown that interventions at festivals are still very problematic. ARise is the first project that wants to help prevent AUD at festivals using Augmented Reality (AR) as a tool to help people, particular festival visitors, to say no to alcohol (and other substances). ARise is based on the on the first Augmented Reality Exposure Therapy (ARET) in the world that we developed for clinical treatment of AUD. It is an AR smartphone driven application in which (potential) visitors are confronted with virtual humans that will try to seduce the user to accept an alcoholic beverage. These virtual humans are projected in the real physical context (of a festival), using innovative AR glasses. Using intuitive phone, voice and gesture interactions, it allows users to personalize the safe experience by choosing different drinks and virtual humans with different looks and levels of realism. ARET has been successfully developed and tested on (former) AUD patients within a clinical setting. Research with patients and healthcare specialists revealed the wish to further develop ARET as a prevention tool to reach people before being diagnosed with AUD and to extend the application for other substances (smoking and pills). In this project, festival visitors will experience ARise and provide feedback on the following topics: (a) experience, (b) awareness and confidence to refuse alcohol drinks, (c) intention to use ARise, (d) usability & efficiency (the level of realism needed), and (e) ideas on how to extend ARise with new substances.
Lectorate, part of NHL Stenden Hogeschool