BACKGROUND: Work-related musculoskeletal disorders (WMSDs) are a key topic in occupational health. In the primary prevention of these disorders, interventions to minimize exposure to work-related physical risk factors are widely advocated. Besides interventions aimed at the work organisation and the workplace, interventions are also aimed at the behaviour of workers, the so-called individual working practice (IWP). At the moment, no conceptual framework for interventions for IWP exists. This study is a first step towards such a framework.METHODS: A scoping review was carried out starting with a systematic search in Ovid Medline, Ovid Embase, Ovid APA PsycInfo, and Web of Science. Intervention studies aimed at reducing exposure to physical ergonomic risk factors involving the worker were included. The content of these interventions for IWP was extracted and coded in order to arrive at distinguishing and overarching categories of these interventions for IWP.RESULTS: More than 12.000 papers were found and 110 intervention studies were included, describing 810 topics for IWP. Eventually eight overarching categories of interventions for IWP were distinguished: (1) Workplace adjustment, (2) Variation, (3) Exercising, (4) Use of aids, (5) Professional skills, (6) Professional manners, (7) Task content & task organisation and (8) Motoric skills.CONCLUSION: Eight categories of interventions for IWP are described in the literature. These categories are a starting point for developing and evaluating effective interventions performed by workers to prevent WMSDs. In order to reach consensus on these categories, an international expert consultation is a necessary next step.KEYWORDS: Work related risk factors, Occupational training, Ergonomic interventions, Musculoskeletal diseases, Prevention and control
This paper introduces and contextualises Climate Futures, an experiment in which AI was repurposed as a ‘co-author’ of climate stories and a co-designer of climate-related images that facilitate reflections on present and future(s) of living with climate change. It converses with histories of writing and computation, including surrealistic ‘algorithmic writing’, recombinatory poems and ‘electronic literature’. At the core lies a reflection about how machine learning’s associative, predictive and regenerative capacities can be employed in playful, critical and contemplative goals. Our goal is not automating writing (as in product-oriented applications of AI). Instead, as poet Charles Hartman argues, ‘the question isn’t exactly whether a poet or a computer writes the poem, but what kinds of collaboration might be interesting’ (1996, p. 5). STS scholars critique labs as future-making sites and machine learning modelling practices and, for example, describe them also as fictions. Building on these critiques and in line with ‘critical technical practice’ (Agre, 1997), we embed our critique of ‘making the future’ in how we employ machine learning to design a tool for looking ahead and telling stories on life with climate change. This has involved engaging with climate narratives and machine learning from the critical and practical perspectives of artistic research. We trained machine learning algorithms (i.e. GPT-2 and AttnGAN) using climate fiction novels (as a dataset of cultural imaginaries of the future). We prompted them to produce new climate fiction stories and images, which we edited to create a tarot-like deck and a story-book, thus also playfully engaging with machine learning’s predictive associations. The tarot deck is designed to facilitate conversations about climate change. How to imagine the future beyond scenarios of resilience and the dystopian? How to aid our transition into different ways of caring for the planet and each other?
Over the past decade, a growing number of artists and critical practitioners have become engaged with algorithms. This artistic engagement has resulted in algorithmic theatre, bot art, and algorithmic media and performance art of various kinds that thematise the dissemination and deployment of algorithms in everyday life. Especially striking is the high volume of artistic engagements with facial recognition algorithms, trading algorithms and search engine algorithms over the past few years.The fact that these three types of algorithms have garnered more responses than other types of algorithms suggests that they form a popular subject of artistic critique. This critique addresses several significant, supra-individual anxieties of our decade: socio- political uncertainty and polarisation, the global economic crisis and cycles of recession, and the centralisation and corporatisation of access to online information. However, the constituents of these anxieties — which seem to be central to our experience of algorithmic culture — are rarely interrogated. They, therefore, merit closer attention.This book uses prominent artistic representations of facial recognition algorithms, trading algorithms, and search algorithms as the entry point into an exploration of the constituents of the anxieties braided around these algorithms. It proposes that the work of Søren Kierkegaard—one of the first theorists of anxiety—helps us to investigate and critically analyse the constituents of ‘algorithmic anxiety’.
Samenwerking tussen organisaties en creatieve professionals (kunstenaars en ontwerpdisciplines), zogenaamde cross-overs, vormen dé nieuwe samenwerkingsvorm de laatste jaren binnen organisaties in Nederland medio 2017. Uit recent onderzoek van het lectoraat Innovatief Ondernemen van Zuyd Hogeschool blijkt dat in Zuid-Limburg ongeveer 50% van de MKB-bedrijven jaarlijks samen werken met creatieve professionals. Creatieve professionals brengen vanuit de kunsten een voor organisaties nieuw en uniek perspectief van design thinking in met een daar aan gerelateerd handelingsrepertoire (‘change agents’) en methoden (art based interventions (ABIs) of artistic interventions). Er is een eerste notie dat de verbinding van het economische domein (organisaties) met het domein van de kunsten vruchtbare samenwerking op kan leveren. Maar uit eerste verkenningen is ook duidelijk dat zowel organisaties als creatieve professionals concrete handvatten nodig hebben voor vruchtbare samenwerking. Er is binnen Nederland echter nog nauwelijks onderzoek gedaan naar de rol van creatieve professionals in initiatieven als cross-overs, business development en innovatie. Dit onderzoek betreft een eerste verkenning naar het fenomeen van samenwerking tussen organisaties en creatieve professionals. Hiervoor worden 4-5 cases bestudeerd van organisaties die hebben samen gewerkt met creatieve professionals. Daarnaast zal een literatuurstudie worden uitgevoerd naar cross-overs en overige samenwerkingsvormen tussen organisaties en creatieve professionals. Het resultaat van dit onderzoek is om via een verdiepende verkenning naar de samenwerking van creatieve professionals en bedrijven/ publieke organisaties meer inzichten in de factoren die samenwerking tussen MKB bedrijven en creatieve professionals beïnvloeden, te krijgen. Met deze verkenning willen we de basis leggen voor vervolgonderzoek (RAAK MKB-aanvraag), waarbij focus op het perspectief van design thinking, de wijze van samenwerking, het handelingsrepertoire (‘change agents’) of bijvoorbeeld op methoden die zijn gehanteerd, aandacht zullen krijgen.
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.