Within the context of the Iliad project, the authors present technical challenges and the first results of having valid 3D scenes of (non-)existing offshore wind farms procedurally and automatically generated within either the Unreal or Unity game engine. The Iliad – Digital Twins of the Ocean project (EU Horizon 2020) aims to develop a ‘system of systems’ for creating cutting-edge digital twins of specific sea and ocean areas for diverse purposes related to their sustainable use and protection. One of the Iliad pilots addresses the topic of offshore floating wind farm construction or maintenance scenario testing and validation using the Unity 3D game engine. This work will speed up the development of these scenarios by procedurally and automatically creating the Unity 3D scene rather than manually (which is done at present). The main technical challenges concern the data-driven approach, in which a JSON configuration file drives the scene creation. The first results show a base wind farm running in Unreal 5.1. The final product will be able to handle environmental conditions, biological conditions, and specific human activities as input parameters.
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Lectorale rede waarin wordt ingegaan op de manier waarop de mens nu binnen zijn natuurlijke omgeving functioneert. Dit wordt getypeerd als een ‘mismatch’. Tegelijkertijd is de lector er ook van overtuigd dat de technologie uiteindelijk zorgt voor een beter leven.
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Over the past decade, journalists have created in-depth interactive narratives to provide an alternative to the relentless 24-hour news cycle. Combining different media forms, such as text, audio, video, and data visualisation with the interactive possibilities of digital media, these narratives involve users in the narrative in new ways. In journalism studies, the convergence of different media forms in this manner has gained significant attention. However, interactivity as part of this form has been left underappreciated. In this study, we scrutinise how navigational structure, expressed as navigational cues, shapes user agency in their individual explorations of the narrative. By approaching interactive narratives as story spaces with unique interactive architectures, in this article, we reconstruct the architecture of five Dutch interactive narratives using the walkthrough method. We find that the extensiveness of the interactive architectures can be described on a continuum between closed and open navigational structures that predetermine and thus shape users’ trajectories in diverse ways.
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The report from Inholland University is dedicated to the impacts of data-driven practices on non-journalistic media production and creative industries. It explores trends, showcases advancements, and highlights opportunities and threats in this dynamic landscape. Examining various stakeholders' perspectives provides actionable insights for navigating challenges and leveraging opportunities. Through curated showcases and analyses, the report underscores the transformative potential of data-driven work while addressing concerns such as copyright issues and AI's role in replacing human artists. The findings culminate in a comprehensive overview that guides informed decision-making in the creative industry.
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The aim of this dissertation is to examine how adult learners with a spoken language background who are acquiring a signed language, learn how to use the space in front of the body to express grammatical and topographical relations. Moreover, it aims at investigating the effectiveness of different types of instruction, in particular instruction that focuses the learner's attention on the agreement verb paradigm. To that end, existing data from a learner corpus (Boers-Visker, Hammer, Deijn, Kielstra & Van den Bogaerde, 2016) were analyzed, and two novel experimental studies were designed and carried out. These studies are described in detail in Chapters 3–6. Each chapter has been submitted to a scientific journal, and accordingly, can be read independently.1 Yet, the order of the chapters follows the chronological order in which the studies were carried out, and the reader will notice that each study served as a basis to inform the next study. As such, some overlap in the sections describing the theoretical background of each study was unavoidable.
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Based on the theory of embodied cognition we developed NOOT, at tangible tool that allows marking audio-moments during creative sessions. A detailed analysis of using NOOT in practice lead to a reconceptualization of NOOT within processes of external scaffolding. It also spurred a new design project focused on reflection during group sessions
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Augmented Reality (AR) is increasingly explored as a low-burden alternative to pencil-and-paper cognitive tests for dementia and Parkinson’s Disease. Our objective with this review is to synthesize ten years (2014-2024) of empirical evidence on AR-based cognitive screening, estimate pooled diagnostic accuracy, and distil user-experience (UX) guidelines for people with neurodegenerative disorders. We searched Scopus with the string “aug-mented reality” AND cognitive AND (dementia OR Parkinson), screened 399 records, and retained 38 primary studies. Two reviewers independently extracted sample, task, hardware, and accuracy metrics. Optical see-through AR improved test sensitivity over matched non-immersive tests, while projection-based AR offered the largest UX gains. Hardware cost and eye-tracker drift were the main precision bottlenecks. AR can raise both diagnostic sensitivity and patient engagement, but only four studies used clinical-stage participants. Future work should couple low-cost hand-held AR with cloud inference to widen accessibility.
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Network Applied Design Research (NADR) made an inventory of the current state of Circular Design Research in the Netherlands. In this publication, readers will find a summary of six promising ‘gateways to circularity’ that may serve as entry points for future research initiatives. These six gateways are: Looped Systems; Extension of Useful Lifetime; Servitisation; New Materials and Production Techniques; Information Technology and Digitization; and Creating Public and Industry Awareness. The final chapter offers an outlook into topics that require more profound examination. The NADR hopes that this publication will serve as a starting point for discussions among designers, entrepreneurs, and researchers, with the goal of initiating future collaborative projects. It is the NADR's belief that only through intensive international cooperation, we can contribute to the realization of a sustainable, circular, and habitable world.
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from the paper: "This paper presents a research endeavouring to model site work in a 4D BIM model. Next simulations are performed with this model in 5 scenarios including specific interventions in work organisation, notably changing positons of facilities for site workers. A case study has been done in a construction project in the Netherlands. The research has showed the possibility to model time use of site workers in 4D BIM. Next the research has showed potential to perform and calculate specific interventions in the model, and prospect realistic changes in productive time use as a result."
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In recent years, a step change has been seen in the rate of adoption of Industry 4.0 technologies by manufacturers and industrial organizations alike. This article discusses the current state of the art in the adoption of Industry 4.0 technologies within the construction industry. Increasing complexity in onsite construction projects coupled with the need for higher productivity is leading to increased interest in the potential use of Industry 4.0 technologies. This article discusses the relevance of the following key Industry 4.0 technologies to construction: data analytics and artificial intelligence, robotics and automation, building information management, sensors and wearables, digital twin, and industrial connectivity. Industrial connectivity is a key aspect as it ensures that all Industry 4.0 technologies are interconnected allowing the full benefits to be realized. This article also presents a research agenda for the adoption of Industry 4.0 technologies within the construction sector, a three-phase use of intelligent assets from the point of manufacture up to after build, and a four-staged R&D process for the implementation of smart wearables in a digital enhanced construction site.
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