This method paper presents a template solution for text mining of scientific literature using the R tm package. Literature to be analyzed can be collected manually or automatically using the code provided with this paper. Once the literature is collected, the three steps for conducting text mining can be performed as outlined below:• loading and cleaning of text from articles,• processing, statistical analysis, and clustering, and• presentation of results using generalized and tailor-made visualizations.The text mining steps can be applied to a single, multiple, or time series groups of documents.References are provided to three published peer reviewed articles that use the presented text mining methodology. The main advantages of our method are: (1) Its suitability for both research and educational purposes, (2) Compliance with the Findable Accessible Interoperable and Reproducible (FAIR) principles, and (3) code and example data are made available on GitHub under the open-source Apache V2 license.
In light of increasing calls for transparent reporting of research and prevention of detrimental research practices, we conducted a cross-sectional machine-assisted analysis of a representative sample of scientific journals' instructions to authors (ItAs) across all disciplines. We investigated addressing of 19 topics related to transparency in reporting and research integrity. Only three topics were addressed in more than one third of ItAs: conflicts of interest, plagiarism, and the type of peer review the journal employs. Health and Life Sciences journals, journals published by medium or large publishers, and journals registered in the Directory of Open Access Journals (DOAJ) were more likely to address many of the analysed topics, while Arts & Humanities journals were least likely to do so. Despite the recent calls for transparency and integrity in research, our analysis shows that most scientific journals need to update their ItAs to align them with practices which prevent detrimental research practices and ensure transparent reporting of research.
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Using socio-scientific issues as a learning context is an effective approach to achieve an important goal in science education, which is to enhance scientific literacy. It involves strengthening skills such as argumentation while also improving an understanding of the Nature of Science and imparting content knowledge. The present study evaluates the impact of a web-based educational instrument consisting of a unique combination of features designed to promote students’ development of skills and knowledge as well as to address the challenges faced by teachers in teaching socio-scientific issues. Participants included 423 students in secondary education. Students in the experimental condition received a three-lesson intervention with the educational instrument, and students in the control condition followed their regular science lessons. Findings indicated that the instrument proves effective in fostering learning outcomes while teachers benefit from the shift of managing classroom discussion to individual guidance of students. Applying the educational instrument in the classroom demonstrates promise in improving student engagement and their comprehension of socio-scientific issues.
Electronic Sports (esports) is a form of digital entertainment, referred to as "an organised and competitive approach to playing computer games". Its popularity is growing rapidly as a result of an increased prevalence of online gaming, accessibility to technology and access to elite competition.Esports teams are always looking to improve their performance, but with fast-paced interaction, it can be difficult to establish where and how performance can be improved. While qualitative methods are commonly employed and effective, their widespread use provides little differentiation among competitors and struggles with pinpointing specific issues during fast interactions. This is where recent developments in both wearable sensor technology and machine learning can offer a solution. They enable a deep dive into player reactions and strategies, offering insights that surpass traditional qualitative coaching techniquesBy combining insights from gameplay data, team communication data, physiological measurements, and visual tracking, this project aims to develop comprehensive tools that coaches and players can use to gain insight into the performance of individual players and teams, thereby aiming to improve competitive outcomes. Societal IssueAt a societal level, the project aims to revolutionize esports coaching and performance analysis, providing teams with a multi-faceted view of their gameplay. The success of this project could lead to widespread adoption of similar technologies in other competitive fields. At a scientific level, the project could be the starting point for establishing and maintaining further collaboration within the Dutch esports research domain. It will enhance the contribution from Dutch universities to esports research and foster discussions on optimizing coaching and performance analytics. In addition, the study into capturing and analysing gameplay and player data can help deepen our understanding into the intricacies and complexities of teamwork and team performance in high-paced situations/environments. Collaborating partnersTilburg University, Breda Guardians.
Manual labour is an important cornerstone in manufacturing and considering human factors and ergonomics is a crucial field of action from both social and economic perspective. Diverse approaches are available in research and practice, ranging from guidelines, ergonomic assessment sheets over to digitally supported workplace design or hardware oriented support technologies like exoskeletons. However, in the end those technologies, methods and tools put the working task in focus and just aim to make manufacturing “less bad” with reducing ergonomic loads as much as possible. The proposed project “Human Centered Smart Factories: design for wellbeing for future manufacturing” wants to overcome this conventional paradigm and considers a more proactive and future oriented perspective. The underlying vision of the project is a workplace design for wellbeing that makes labor intensive manufacturing not just less bad but aims to provide positive contributions to physiological and mental health of workers. This shall be achieved through a human centered technology approach and utilizing advanced opportunities of smart industry technologies and methods within a cyber physical system setup. Finally, the goal is to develop smart, shape-changing workstations that self-adapt to the unique and personal, physical and cognitive needs of a worker. The workstations are responsive, they interact in real time, and promote dynamic activities and varying physical exertion through understanding the context of work. Consequently, the project follows a clear interdisciplinary approach and brings together disciplines like production engineering, human interaction design, creative design techniques and social impact assessment. Developments take place in an industrial scale test bed at the University of Twente but also within an industrial manufacturing factory. Through the human centered design of adaptive workplaces, the project contributes to a more inclusive and healthier society. This has also positive effects from both national (e.g. relieve of health system) as well as individual company perspective (e.g. less costs due to worker illness, higher motivation and productivity). Even more, the proposal offers new business opportunities through selling products and/or services related to the developed approach. To tap those potentials, an appropriate utilization of the results is a key concern . The involved manufacturing company van Raam will be the prototypical implementation partner and serve as critical proof of concept partner. Given their openness, connections and broad range of processes they are also an ideal role model for further manufacturing companies. ErgoS and Ergo Design are involved as methodological/technological partners that deal with industrial engineering and ergonomic design of workplace on a daily base. Thus, they are crucial to critically reflect wider applicability and innovativeness of the developed solutions. Both companies also serve as multiplicator while utilizing promising technologies and methods in their work. Universities and universities of applied sciences utilize results through scientific publications and as base for further research. They also ensure the transfer to education as an important leverage to inspire and train future engineers towards wellbeing design of workplaces.
The building industry is a major target for resource-efficiency developments, which are crucial in European Union’s roadmaps. Using renewable materials impacts the sustainability of buildings and is set as urgent target in current architectural practice. The building industry needs renewable materials positively impacting the CO2 footprint without drawbacks. The use of wood and timber as renewable construction materials has potentials, but also drawbacks because trees need long time to grow; producing timber generates considerable waste; and the process from trees to applications in buildings requires transportation and CO2 emission. This research generates new scientific knowledge and a feasibility study for a new wood-like bio-material - made of cellulose and lignin from (local) residual biomass via i.e. 3D printing - suitable for applications in the building industry. It contributes to a sustainable built environment as it transforms waste from different sectors into a local resource to produce a low carbon-footprint bio-material for the construction sector. Through testing, the project will study the material properties of samples of raw and 3D printed material, correlating different material recipes that combine lignin and cellulose and different 3D printing production parameters. It will map the material properties with the requirements of the construction industry for different building products, indicating potentials and limits of the proposed bio-material. The project will produce new knowledge on the material properties, a preliminary production concept and an overview of potentials and limits for application in the built environment. The outcome will be used by industry to achieve a marketable new bio-material; as well as in further scientific academic research.