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What will a shopping street look like in 2025, when online shopping continues to show double-digit growth? And what will 3D printing do to factories and logistic companies, when we can ‘print’ more and more products at home or around the corner?The digital economy is one of the most pervasive game changers in cities. It creates and destroys, and affects the way cities function in many ways. But what is exactly the digital economy about? How big is it? Which types of transformation is it provoking in urban economies? And, importantly, what can local governments do to cope with the digital transition and foster sustainable urban development?
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In the recent ‘Regional outlook’, the OECD (2014) convincingly argues that cities can be the drivers of national growth and recovery: in principle, their diversity and density makes people and companies more productive and innovative. This is not only a tale of large cities: over the last decade, as recent studies demonstrate (e.g. Dijkstra, 2013) many smaller and medium-sized cities across Europe were important economic engines. But this did not happen automatically: to make that happen, ‘getting cities right’ is the key challenge, and action on the city level matters! As demonstrated by recent OECD data (OECD, 2014), poorly organised cities fail to reap their economic potential.
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Vertical urbanisation is perceived as necessary to accommodate a growing population but is associated with severe risks for human well-being. It requires a profound understanding of how archi-tectural designs can ensure visually readable and liveable environments before it has been built. How-ever, current digital representation techniques fail to address the diverse interests of non-experts. Emerging biometric technologies may deliver the missing user information to involve (future) inhabit-ants at different stages of the planning process. The study aims to gain insight into how non-experts (visually) experience 3D city visualizations of designed urban areas. In two laboratory studies, univer-sity students were randomly assigned to view a set of the same level of detail images from one of two planned urban area developments in the Netherlands. Using eye-tracking technology, the visual behav-iour metrics of fixation count and duration and general eye-movement patterns were recorded for each image, followed by a short survey. The results show how visual behaviour and perception are remark-ably similar across different detail levels, implying that 3D visualizations of planned urban develop-ments can be examined by non-experts much earlier in the design process than previously thought.
Crime scene investigations are highly complex environments that require the CSI to engage in complex decision-making. CSIs must rely on personal experience, context information, and scientific knowledge about the fundamental principles of forensic science to both find and correctly interpret ambiguous traces and accurately reconstruct a scene. Differences in CSI decision making can arise in multiple stages of a crime scene investigation. Given its crucial role in forensic investigation, CSI decision-making must be further studied to understand how differences may arise during the stages of a crime scene investigation. The following exploratory research project is a first step at comparing how crime scene investigations of violent robberies are conducted between 25 crime scene investigators from nine countries across the world.Through a mock crime scene and semi-structured interview, we observed that CSIs have adopted a variety of investigation approaches. The results show that CSIs have different working strategies and make different decisions when it comes to the construction of relevant hypotheses, their search strategy, and the collection of traces. These different decisions may, amongst other factors, be due to the use of prior information, a CSI’s knowledge and experience, and the perceived goal of their investigation. We suggest the development of more practical guidelines to aid CSIs through a hypothetico-deductive reasoning process, where (a) CSIs are supported in the correct use of contextual information, (b) outside knowledge and expertise are integrated into this process, and (c) CSIs are guided in the evaluation of the utility of their traces.
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Many articles have been published on scale-down concepts as well as additive manufacturing techniques. However, information is scarce when miniaturization and 3D printing are applied in the fabrication of bioreactor systems. Therefore, garnering information for the interfaces between miniaturization and 3D printing becomes important and essential. The first goal is to examine the miniaturization aspects concerning bioreactor screening systems. The second goal is to review successful modalities of 3D printing and its applications in bioreactor manufacturing. This paper intends to provide information on anaerobic digestion process intensification by fusion of miniaturization technique and 3D printing technology. In particular, it gives a perspective on the challenges of 3D printing and the options of miniature bioreactor systems for process high-throughput screening.
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Forensic and behavioural science are often seen as two different disciplines. However, there is a growing realization that the two disciplines should be more strongly integrated. Incorporating psychological theories on human behaviour in forensic science could help solving investigative problems, especially at the crime scene. At the crime scene it is not just about applying scientific methods to analyse traces; these traces must first be perceived and categorized as relevant. At the crime scene, the behavioural perspective of an investigative psychologist could play an important role. In this study, we examine to what extent (1) investigative psychologists detect deviant behavioural cues compared to forensic examiners when investigating a crime scene, (2) forensic examiners can find the relevant traces that can be associated with this behaviour and (3) the availability of a psychological report highlighting these behavioural cues helps forensic examiners in finding more relevant traces. To this end, a total of 14 investigative psychologists and 40 forensic examiners investigated a virtual 3D mock crime scene. The results of this study show that investigative psychologists see significantly more deviant behavioural cues than forensic examiners, and that forensic examiners who receive a psychological report on these cues recognize and collect significantly more traces that can be linked to deviant behaviour and have a high evidential value than examiners who did not receive this information. However, the study also demonstrates that behavioural information is likely to be ignored when it contradicts existing beliefs.
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.