Deze casestudie geeft inzicht in verschillende soorten kennis die kenmerkend zijn voor applied design research. Er wordt onderscheid gemaakt tussen kennis over de huidige situatie, over wenselijke alternatieven en over effectieve oplossingen om daar te komen. Ofwel, kennis hoe het is, kennis over hoe het kan zijn en kennis over hoe het zal zijn als we effectieve oplossingen toepassen. Elk van deze soorten kennis heeft andere kwaliteitscriteria.
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We review over 10 years of research at Elsevier and various Dutch academic institutions on establishing a new format for the scientific research article. Our work rests on two main theoretical principles: the concept of modular documents, consisting of content elements that can exist and be published independently and are linked by meaningful relations, and the use of semantic data standards allowing access to heterogeneous data. We discuss the application of these concepts in five different projects: a modular format for physics articles, an XML encyclopedia in pharmacology, a semantic data integration project, a modular format for computer science proceedings papers, and our current work on research articles in cell biology.
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Over the last two decades, institutions for higher education such as universities and colleges have rapidly expanded and as a result have experienced profound changes in processes of research and organization. However, the rapid expansion and change has fuelled concerns about issues such as educators' technology professional development. Despite the educational value of emerging technologies in schools, the introduction has not yet enjoyed much success. Effective use of information and communication technologies requires a substantial change in pedagogical practice. Traditional training and learning approaches cannot cope with the rising demand on educators to make use of innovative technologies in their teaching. As a result, educational institutions as well as the public are more and more aware of the need for adequate technology professional development. The focus of this paper is to look at action research as a qualitative research methodology for studying technology professional development in HE in order to improve teaching and learning with ICTs at the tertiary level. The data discussed in this paper have been drawn from a cross institutional setting at Fontys University of Applied Sciences, The Netherlands. The data were collected and analysed according to a qualitative approach.
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The main objective is to write a scientific paper in a peer-reviewed Open Access journal on the results of our feasibility study on increasing physical activity in home dwelling adults with chronic stroke. We feel this is important as this article aims to close a gap in the existing literature on behavioral interventions in physical therapy practice. Though our main target audience are other researchers, we feel clinical practice and current education on patients with stroke will benefit as well.
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
Synthetic ultra-black (UB) materials, which demonstrate exceptionally high absorbance (>99%) of visible light incident on their surface, are currently used as coatings in photovoltaic cells and numerous other applications. Most commercially available UB coatings are based on an array of carbon nanotubes, which are produced at relatively high temperature and result in numerous by-products. In addition, UB nanotube coatings require harsh application conditions and are very susceptible to abrasion. As a result, these coatings are currently obtained using a manufacturing process with relatively high costs, high energy consumption and low sustainability. Interestingly, an UB coating based on a biologically derived pigment could provide a cheaper and more sustainable alternative. Specifically, GLO Biotics proposes to create UB pigment by taking a bio-mimetic approach and replicate structures found in UB deep-sea fish. A recent study[1] has actually shown that specific fish have melanosomes in their skin with particular dimensions that allow absorption of up to 99.9% of incident light. In addition to this, recent advances in bacterial engineering have demonstrated that it is possible to create bacteria-derived melanin particles with very similar dimensions to the melanosomes in aforementioned fish. During this project, the consortium partners will combine both scientific observations in an attempt to provide the proof-of-concept for developing an ultra-black coating using bacteria-derived melanin particles as bio-based, sustainable pigment. For this, Zuyd University of Applied Sciences (Zuyd) and Maastricht University (UM) collaborate with GLO Biotics in the development of the innovative ‘BLACKTERIA’ UB coating technology. The partners will attempt at engineering an E. coli expression system and adapt its growth in order to produce melanin particles of desired dimensions. In addition, UM will utilize their expertise in industrial coating research to provide input for experimental set-up and the development of a desired UB coating using the bacteria-derived melanin particles as pigment.