Knowledge valorisation is the transfer of knowledge from one party to another for economic benefit. The concept of valorisation is based on the underlying metaphor of KNOWLEDGE AS A THING. It is the same metaphor that makes it possible to talk about the value of knowledge. If knowledge is like a ‘thing’, then that ‘ thing’ must have a specific value. Value can be defined as the degree of usefulness or desirability of something, especially in comparison with other things, and is by definition subjective. Value is in the eye of the beholder. Any valuation method therefore needs to take into account this subjective nature by deliberately choosing the appropriate ‘standard of value’ (value to whom?) and ‘premise of value’ (value under what circumstances?). There are three ways to determine the value of something of which financial valuation is the most used. In turn financial valuation can be done using a cost approach, a market approach or an income approach. In most cases the income approach is the most appropriate. However, this approach requires a number of assumptions to be made; most of which are impossible to validate. The formulas that are used in the process can be intimidating to non-experts with the danger of disguising the inherent subjective and speculative nature of any valuation of knowledge as a ‘thing’.
What would Dutch society lose if the Tourism and Recreation sector does not survive and what is needed to preserve its societal value and, preferably even, enhance this value? In this report a combination of methods is used to answer the research question: a literature study, case studies, and a survey among entrepreneurs. A substantial number of scientific articles, advisory reports and conference contributions were analysed in various contexts and for different forms of T&R. In the literature study societal contributions were brought together in a structured manner. The cases reflect the breadth of the sector and serve as good examples of how the sector achieves its societal value, but they also illustrate the challenges. The survey produced several insights. Respondents were asked, for instance, to indicate for each societal value whether they saw a positive, negative or no contribution of the sector. By means of a points system a top 25 was composed and put into a table., this table was used to structure the findings from the study.
In de schoonmaakbranche is de werkdruk hoog . Hierdoor worden gebouwen dagelijks niet goed genoeg schoongemaakt. Er heerst krapte op de arbeidsmarkt. Schoonmaakwerk is vooral handmatig werk en is ook zwaar werk. De schoonmaakbranche is dringend op zoek naar technologische oplossingen die het werk in de toekomst kunnen verlichten. Eén van die technologische oplossingen is de introductie van schoonmaakrobots , die op dit moment mondjesmaat op de markt worden gebracht. Schoonmaakorganisaties weten nog niet goed hoe deze robots efficiënt in te zetten, het vergt nog veel tijd om ze te kunnen gebruiken en schoonmaakmedewerkers zijn terughoudend om ermee te werken. Het project Assisted Cleaning Robots (ACR) richt zich op de volgende onderzoeksvraag: “hoe integreer je robottechnologie in het werkproces in de schoonmaakbranche, zodat een robot enerzijds zo optimaal mogelijk het werkproces ondersteunt, en anderzijds zo optimaal mogelijk met de mens samenwerkt.” Wat hierin optimaal is en hoe dit gemeten kan worden, is onderdeel van het onderzoek en is afhankelijk van de technologische mogelijkheden, de mensen die er mee werken, en de werkomgeving. In dit project werken Fontys Hogeschool Engineering, Fontys Hogeschool Techniek & Logistiek en de Haagse Hogeschool samen met schoonmaakorganisaties CSU en Hectas en andere bedrijven (toeleveranciers van schoonmaakrobots als ontwikkelaars), nationaal samenwerkingsverband Holland Robotics en brancheorganisatie Schoonmakend Nederland. Dit project kent een looptijd van twee jaar en gaat van start op 1 november 2021. In dit project worden nieuwe schoonmaakprocessen gedefinieerd en wordt op basis van deze processen technologie ontwikkeld (waar doorgaans eerst een nieuw product wordt ontwikkeld en daarna pas gekeken naar hoe dit product in te zetten). In dit project staat de mens die met de technologie in het proces moet gaan werken centraal. De technologie en het proces worden gevalideerd middels praktijktests met de betrokken schoonmaakorganisaties, op representatieve locaties. Hieruit worden lessen getrokken voor verbeteringen.
Physical rehabilitation programs revolve around the repetitive execution of exercises since it has been proven to lead to better rehabilitation results. Although beginning the motor (re)learning process early is paramount to obtain good recovery outcomes, patients do not normally see/experience any short-term improvement, which has a toll on their motivation. Therefore, patients find it difficult to stay engaged in seemingly mundane exercises, not only in terms of adhering to the rehabilitation program, but also in terms of proper execution of the movements. One way in which this motivation problem has been tackled is to employ games in the rehabilitation process. These games are designed to reward patients for performing the exercises correctly or regularly. The rewards can take many forms, for instance providing an experience that is engaging (fun), one that is aesthetically pleasing (appealing visual and aural feedback), or one that employs gamification elements such as points, badges, or achievements. However, even though some of these serious game systems are designed together with physiotherapists and with the patients’ needs in mind, many of them end up not being used consistently during physical rehabilitation past the first few sessions (i.e. novelty effect). Thus, in this project, we aim to 1) Identify, by means of literature reviews, focus groups, and interviews with the involved stakeholders, why this is happening, 2) Develop a set of guidelines for the successful deployment of serious games for rehabilitation, and 3) Develop an initial implementation process and ideas for potential serious games. In a follow-up application, we intend to build on this knowledge and apply it in the design of a (set of) serious game for rehabilitation to be deployed at one of the partners centers and conduct a longitudinal evaluation to measure the success of the application of the deployment guidelines.
ALE organised an event with Parktheater Eindhoven and LSA-citizens (the Dutch umbrella organisation for active citizens). Five ALE students from the minor Imagineering and business/social innovation took responsibility for concept and actual organisation. On Jan 18th, they were supported by six other group members of the minor as volunteers. An IMEM-team of 5 students gathered materials for a video that can support the follow-up actions of the organisers. The students planned to deliver their final product on February 9th. The theatre will critically assess the result and compare it to the products often realised by students from different schools or even professional ones, like Veldkamp productions. Time will tell whether future opportunities will come up for IMEM. The collaboration of ALE and IMEM students is possible and adding value to the project.More than 180 visitors showed interest in the efforts of 30 national and local citizen initiatives presenting themselves on the market square in the theatre and the diverse speakers during the plenary session. The students created a great atmosphere using the qualities of the physical space and the hospitality of the theatre. Chair of the day, Roland Kleve, kicked off and invited a diverse group of people to the stage: Giel Pastoor, director of the theatre, used the opportunity to share his thoughts on the shifting role of theatre in our dynamic society. Petra Ligtenberg, senior project manager SDG NL https://www.sdgnederland.nl/sdgs/ gave insights to the objectives and progress of the Netherlands. Elly Rijnierse, city maker and entrepreneur from Den Haag, presented her intriguing efforts in her own neighbourhood in the city to create at once both practical and social impacts on SDG 11 (sustainable city; subgoal 3.2). Then the alderman Marcel Oosterveer informed the visitors about Eindhoven’s efforts on SDGs. The plenary ended with very personal interviews of representatives of two impressive citizen initiatives (Parkinson to beat; Stichting Ik Wil). In the two workshop rounds, ALE took responsibility for two workshops. Firstly the workshop: Beyond SDG cherrypicking: using the Economy for the common good’, in cooperation with citizen initiative Ware winst Brabant en Parktheater (including Social innovation-intern Jasper Box), secondly a panel dialogue on local partnerships (SDG 17) for the sustainable city (SDG 11) addressing inclusion (SDG 10) and the livability (SDG 3) with 11 representatives from local/provincial government, companies, third sector and, of course: citizen initiatives.