The authors present the study design and main findings of a quasi-experimental evaluation of the learning efficacy of the Serious Game (SG) 'Hazard Recognition' (HR). The SG-HR is a playable, two-level demonstration version for training supervisors who work at oil and gas drilling sites. The game has been developed with a view to developing a full-blown, game-based training environment for operational safety in the oil and gas industry. One of the many barriers to upscaling and implementing a game for training is the questioned learning efficacy of the game. The authors therefore conducted a study into the game's learning efficacy and the factors that contribute to it. The authors used a Framework for Comparative Evaluation (FCE) of SG, and combined it with the Kowalski model for Hazard Detection and the Noel Burch competence model. Four experimental game sessions were held, two involving 60 professionals working in the oil and gas industry, and two with engineering students and consultants. Relevant constructs were operationalized and data were gathered using pre and post-game questionnaires. The authors conclude that the SG-HR improves players' skills and knowledge on hazard detection and assessment, and it facilitates significant learning efficacy in this topic. The FCE proved very helpful for setting up the evaluation and selecting the constructs.
Virtual Reality Image Recognition platform for use by MMI students
Abstract: In this article I will reconstruct the Dutch debate on citizenship against the developing thinking about social citizenship in the context of globalization. I will show that the confusion around citizenship in the Netherlands can be seen as a result from a split between an unanimous negative valuation of Dutch citizen participation and the practice in which the participation of Dutch population is high. Recent theory on citizenship and participation localizes citizen participation, through membership, in the heart of citizenship practices (B.S. Turner). This can be understood as that all kinds of practices and activities can be viewed as citizenship practices and citizenship activities. From this perspective it becomes clear that in the Netherlands, due to the nation-state conceptualisation of citizenship social participation is not acknowledged as part of citizenship. In reverse, the case study learns about the theory of citizenship in practices that that theory functions as a framework that visualises different - sometimes conflicting - notions and practices of citizenship and thereby recognises all these as part of citizenship.
Due to societal developments, like the introduction of the ‘civil society’, policy stimulating longer living at home and the separation of housing and care, the housing situation of older citizens is a relevant and pressing issue for housing-, governance- and care organizations. The current situation of living with care already benefits from technological advancement. The wide application of technology especially in care homes brings the emergence of a new source of information that becomes invaluable in order to understand how the smart urban environment affects the health of older people. The goal of this proposal is to develop an approach for designing smart neighborhoods, in order to assist and engage older adults living there. This approach will be applied to a neighborhood in Aalst-Waalre which will be developed into a living lab. The research will involve: (1) Insight into social-spatial factors underlying a smart neighborhood; (2) Identifying governance and organizational context; (3) Identifying needs and preferences of the (future) inhabitant; (4) Matching needs & preferences to potential socio-techno-spatial solutions. A mixed methods approach fusing quantitative and qualitative methods towards understanding the impacts of smart environment will be investigated. After 12 months, employing several concepts of urban computing, such as pattern recognition and predictive modelling , using the focus groups from the different organizations as well as primary end-users, and exploring how physiological data can be embedded in data-driven strategies for the enhancement of active ageing in this neighborhood will result in design solutions and strategies for a more care-friendly neighborhood.
Electrohydrodynamic Atomization (EHDA), also known as Electrospray (ES), is a technology which uses strong electric fields to manipulate liquid atomization. Among many other areas, electrospray is currently used as an important tool for biomedical applications (droplet encapsulation), water technology (thermal desalination and metal recovery) and material sciences (nanofibers and nano spheres fabrication, metal recovery, selective membranes and batteries). A complete review about the particularities of this technology and its applications was recently published in a special edition of the Journal of Aerosol Sciences [1]. Even though EHDA is already applied in many different industrial processes, there are not many controlling tools commercially available which can be used to remotely operate the system as well as identify some spray characteristics, e.g. droplet size, operational mode, droplet production ratio. The AECTion project proposes the development of an innovative controlling system based on the electrospray current, signal processing & control and artificial intelligence to build a non-visual tool to control and characterize EHDA processes.
A continuation and update of the first ALT-ER project, which produced an app for early-years students that allowed them to express their feelings and tell stories related to pro-social and important developmental themes. This follow-up project will expand the software and themes, particularly in light of the COVID-19 pandemic, to reflect a wider range of experiences for young people.