In: Frank Gadinger, Martina Kopf, Ayşem Mert, and Christopher Smith (eds.). Political Storytelling: From Fact to Fiction (Global Dialogues 12) This essay presents a summary of important perspectives concerning the distinction between what counts as truth or fiction. As a source of inspiration, it starts with two examples found in literature – the first a classical Spanish novel and the second a collection of stories written by the leader of a social movement in Mexico. These two examples of the conflictive relations between truth and fiction, authenticity and imagination serve as a source of inspiration for the rest of this article, which shows that this issue has been a subject of intense debate in philosophy and in the philosophy of science and still presents a challenge in the 21st century. The essay states that absolute, objective truth is a myth. It describes that what counts as ‘truth’ in a particular era, is, among other things, the result of power relations. It suggests productive ways to deal with this problem in modern society, through deliberative, emancipatory processes of reflexivity (Weick 1999), participatory research and dialogue, facilitating innovation and generation of new solutions.
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Key words: labour relations, HRM, social theory, neoliberalism, participation, legitimation, precariatThe aim of this paper is to sketch a social-theoretical framework that can be applied to empirical research on labour market participation, its requirements and legitimation. All projects of the Amsterdam HRM-group deal with problems of the labour market, especially the required competences of the polarized (partly precarious, partly privileged) workforce and changing labour relations. Participation asks, among other things, for a narrative of legitimation which puts individual competences and projects in a broader, meaningful context.The research question is: Which theoretical concepts are necessary to discuss participation in and legitimation of changing labour relations, including the role of HRM? The following concepts will be discussed in their mutual coherence: (1) transitional labour market, (2) precariat as a substitute concept for social class, (3) human capital, differentiated in personal, cultural social, and economic capital as sources of competences, (4) new labour relations – shaped by portfolios of projects of the workforce - in the projective city; (5) economic and societal participation; (6) new labour relations: their flexibility (entrepreneurial individuals), liquidity, contingency, and reflexivity; (7) legitimation: the neoliberal spirit of capitalism; (8) life politics: optional and fragmented versus standard biographies.
The present social and environmental challenges, the impact of climate change andthe pandemic, revealed the urgency and the opportunity to rethink urban designthrough its renewed spaces and temporalities. The pandemic offered a ‘natural exper-iment’ to explore and develop new perspectives, making public spaces more resilient.Contributing towards a rethink of these spaces, the present paper explores adaptivearchitecture with responsive technologies and their capability of shaping public spacesto constitute a conversation piece with the surrounding environment. This approachcombines and reflects different disciplinary fields: architecture, civic interaction and ur-ban design. The exploration works around a speculative design case – produced aspart of broader research at the Amsterdam University of Applied Science in collabora-tion with the Master in Digital Design.
Within the framework of the “Greening Games” project, we will develop, test and distribute flagship didactic materials addressing the interdisciplinary nature of green digital gaming. These will be tested in selected higher education programs and finally shared as open access content for the broader academic and teaching community. It is our core strategic responsibility to educate students about the relations between digital games and environment. We believe that the more aware students of today will become greener game designers, programmers, and academic leaders of tomorrow. At the centre of our partnership’s didactic philosophy are human responsibility, ethical game design and sustainable gaming culture. Societal IssueVideo games serve as technological marvels and cultural reflections. McKenzie Wark suggests they are integral to a shared culture, fostering critical thinking. Games act as arenas for cultural values and environmental awareness. Climate-aware video games, often referred to as 'green games' or 'eco-games,' raise ecological consciousness and reconnect players with nature. For example, Riders Republic, which replicates real-world terrain using satellite imagery, inspires eco-awareness. However, the environmental footprint of video games, reliant on digital electronics and resource-intensive consoles, poses challenges. Developers, manufacturers, and gaming giants must address these impacts. Benjamin Abraham emphasizes sustainable game development as a holistic solution beyond incorporating green content.Benefit to societyBy developing teaching materials on green gaming for higher education, we create the following impact. We will…- increase the awareness of this subject among Bachelor’s and Master’s students.- enhance students’ knowledge of green gaming and their ability to integrate existing solutions into their game projects.- stimulate more research interest among research staff as well as students.- facilitate the uptake of pedagogical resources on green gaming by lecturers and professors.- create a European research community around the topic.- raise the visibility of green game studies among the game industry and wider public.
Last year, in the aftermath of the pandemic, Effenaar invited sixteen musicians to explore the hybrid world during the first edition of Hybrid Music Vibes - made possible by Innovation Lab (an arrangement of Creative Industries Fund NL and ClickNL) and Stichting Cultuur Eindhoven. In this first edition, talent from the region could learn about the use of new technologies, experiment with various techniques, and the artists were also given the opportunity to realize their own concept. With the aim of providing the artist with new possibilities for expression, and thus the creation of a new relationship with the public, and thus possible revenue models. The program consists of four meetings, each of which starts with a knowledge session followed by a workshop. In the knowledge session, leading speakers (including Raynor de Groot and Tim van der Zalm) will inform the participating artists about the opportunities offered by the use of new technologies, for example in relation to 'fan engagement'. In the workshop, the artists are then challenged to apply this in their own work, working towards a concept. After the program has ended, the artists will pitch this concept and a number of artists will be selected together with the program partners and the public to realize their concept.Societal issueMusic inclusion. Help the music industry and beginning artists to make use of new immersive media technologies to create new music experiences and reach new audiences. To not be left out and only the big companies have the knowledge and means to use it.Benifit to societyNew insights how immersive technologies can create new audience connections and means for artisits to express themselves and be included in society.
The Netherlands is facing great challenges to achieve (inter)national climate mitigation objectives in limited time, budget and space. Drastic innovative measures such as floating solar parks are high on political agendas and are entering our water systems . The clear advantages of floating solar (multifunctional use of space) led to a fast deployment of renewable energy sources without extensive research to adequately evaluate the impacts on our environment. Acquisition of research data with holistic monitoring methods are urgently needed in order to prevent disinvestments. In this proposal ten SMEs with different expertise and technologies are joining efforts with researchers and four public parties (and 12 indirectly involved) to answer the research question “Which monitoring technologies and intelligent data interpretation techniques are required to be able to conduct comprehensive, efficient and cost-effective monitoring of the impacts of floating solar panels in their surroundings?" The outputs after a two-year project will play a significant and indispensable role in making Green Energy Resources Greener. Specific output includes a detailed inventory of existing projects, monitoring method for collection/analysis of datasets (parameters/footage on climate, water quality, ecology) on the effects of floating solar panels on the environment using heterogeneous unmanned robots, workshops with public & private partners and stakeholders, scientific and technical papers and update of national guidelines for optimizing the relationship between solar panels and the surrounding environment. Project results have a global interest and the consortium partners aim at upscaling for the international market. This project will enrich the involved partners with their practical knowledge, and SMEs will be equipped with the new technologies to be at the forefront and benefit from the increasing floating solar market opportunities. This project will also make a significant contribution to various educational curricula in universities of applied sciences.