The use of the word “social” in the context of information technology goes back to the very beginnings of cybernetics. It later pops up in the 1980s context of “groupware.” The recent materialist school of Friedrich Kittler and others dismissed the use of the word “social” as irrelevant fluff – what computers do is calculate, they do not interfere in human relations. Holistic hippies, on the other hand, have ignored this cynical machine knowledge and have advanced a positive, humanistic view that emphasizes computers as tools for personal liberation. This individualistic emphasis on interface design, usability, and so on was initially matched with an interest in the community aspect of computer networking. Before the “dot-com” venture capitalist takeover of the field in the second half of the 1990s, progressive computing was primarily seen as a tool for collaboration among people.
50% van onze studenten vindt een stageopdracht waarin de term ‘social media’ voorkomt. Dat wil volgens mij een aantal dingen zeggen. 1) Bedrijven missen kennis van sociale media en/of hebben geen tijd het zelf op te pakken en 2) bedrijven denken dat een Twitterende student genoeg is om enige social presence te krijgen. Niet beseffende dat een gedegen strategie essentieel is voor een goede inzet van social media. Bij deze dus een crash course social media basics om je kennis en inzicht te verschaffen in hoe social media strategisch in te zetten. Dit artikel is gebaseerd op mijn onderzoek vanuit het Kenniscentrum Innovatie in Business van Hogeschool Utrecht. Na deel 1 en deel 2, is dit deel 3 in een reeks van 5.
Designers have grown increasingly interested in social consequences of new technologies. As social impacts become increasingly important it might be fruitful to understand how social impacts develop and how a designer can anticipate these consequences. In health care practices, for instance, it is important to control unintended social impacts at forehand. Social impact is an outcome of the mediating effect of a technology with its social environment. Human behaviour in a social environment can be analysed from the perspective of a social ecological system. To anticipate social impacts simulations of social practices are needed. To simulate practices the persona approach has been adapted to a screenplay approach in which the elements of a social ecology are used to gain a rich description of a social environment. This has been applied for a 'Heart Managers' case. It was concluded that the screenplay approach can be used for a systematic simulation of future social impacts.
The presented research project will address parasocial interaction (PSI) directed towards non-player characters (NPCs) within video games. As first described by Horton and Wohl in 1956, the investigation of PSI has been predominantly limited to the context of linear media. Consequently, a significant research gap has emerged, prompting the need for this study. This research endeavors to bridge this gap by conducting multiple studies that delve into different aspects of a character's presence that seem to affect PSI. For example, factors such as obtrusiveness and persistence will be investigated due to their potential influence on the strength of PSI (Hartmann, Schramm, & Klimmt, 2004). Furthermore, the inquiry extends to exploring the collective impact of a group of NPCs on PSI dynamics. To achieve these objectives, the research will employ research through design methods, involving iterative modifications to the NPCs across various test setups. A game-based research environment will be created for participant exposure, leveraging the video game RimWorld (Ludeon Studios, 2018) as a foundational framework that can be adapted as necessary. Employing a quantitative approach, the studies will document the impact different aspects of a character’s presence have on the strength of PSI observed. The outcomes of this research endeavor will be disseminated among fellow game developers through artistic interventions, such as, for example, game jams. This approach seeks to not only contribute to the scholarly understanding of PSI but also offer practical insights in the context of game development.
Psychosocial problems related to social isolation are a growing issue for wellbeing and health and have become a significant societal problem. This is especially relevant for children and adults with chronic illnesses and disabilities, and those spending extended periods in hospitals or permanently living in assisted living facilities. A lack of social relationships, social connectivity, and the inability to travel freely leads to feelings of isolation and loneliness. Loneliness interventions often use mediated environments to improve the feeling of connectedness. It has been proven that the utilization of haptic technologies enhances realism and the sense of presence in both virtual environments and telepresence in physical places by allowing the user to experience interaction through the sense of touch. However, the technology application is mostly limited to the experiences of serious games in professional environments and for-entertainment-gaming. This project aims to explore how haptic technologies can support the storytelling of semi-scripted experiences in VR to improve participants’ sense of presence and, therefore, the feeling of connectedness. By designing and prototyping the experience, the project aims to obtain insights and offer a better understanding of designing haptic-technology-supported storytelling and its potential to improve connectedness and become a useful tool in isolation interventions. The project will be conducted through the process of participants’ co-creation.
Nature areas in North-West Europe (NWE) face an increasing number of visitors (intensified by COVID-19) resulting in an increased pressure on nature, negative environmental impacts, higher management costs, and nuisance for local residents and visitors. The high share of car use exaggerates these impacts, including peak pressures. Furthermore, the almost exclusive access by car excludes disadvantaged people, specifically those without access to a car. At the same time, the urbanised character of NWE, its dense public transport network, well-developed tourism & recreation sector, and presence of shared mobility providers offers ample opportunities for more sustainable tourism. Thus, MONA will stimulate sustainable tourism in and around nature areas in NWE which benefits nature, the environment, visitors, and the local economy. MONA will do so by encouraging a modal shift through facilitating sustainable transport modes, providing inclusive routing to and within nature areas, and nudging visitors and stakeholders towards more sustainable behaviour. These are the key solutions to manage visitor flows, reduce negative impacts, and stimulate inclusive access. 8 nature areas and 3 knowledge & dissemination partners work together to:> Assess the impact of visitors & mobility on nature areas and develop strategies to reduce this impact>Jointly pilot solutions on the modal shift, routing and nudging > Provide capacity building for stakeholders across NWENature areas, destination marketing organisations, tourism & mobility service providers, local and regional authorities and (potential) visitors of nature areas all benefit from the strategies and solutions for, and revenues of, sustainable tourism. MONA develops and promotes a mindset around sustainable tourism which is balanced, inclusive, and socially and environmentally sustainable. This is made possible by the projects’ multidisciplinary approach, for which the transnational partnership and expertise is essential.