Traditional information systems for crisis response and management are centralized systems with a rigid hierarchical structure. Here we propose a decentralized system, which allows citizens to play a significant role as information source and/or as helpers during the initial stages of a crisis. In our approach different roles are assigned to citizens. To be able to designate the different roles automatically our system needs to generate appropriate questions. On the basis of information theory and a restricted role ontology we formalized the process of question generation. Three consecutive experiments were conducted with human users to evaluate to what extent the questioning process resulted in appropriate role determination. The result showed that the mental model of human users does not always comply with the formal model underpinning the questions generation process.
This paper examines how a serious game approach could support a participatory planning process by bringing stakeholders together to discuss interventions that assist the development of sustainable urban tourism. A serious policy game was designed and played in six European cities by a total of 73 participants, reflecting a diverse array of tourism stakeholders. By observing in-game experiences, a pre- and post -game survey and short interviews six months after playing the game, the process and impact of the game was investigated. While it proved difficult to evaluate the value of a serious game approach, results demonstrate that enacting real-life policymaking in a serious game setting can enable stakeholders to come together, and become more aware of the issues and complexities involved with urban tourism planning. This suggests a serious game can be used to stimulate the uptake of academic insights in a playful manner. However, it should be remembered that a game is a tool and does not, in itself, lead to inclusive participatory policymaking and more sustainable urban tourism planning. Consequently, care needs to be taken to ensure inclusiveness and prevent marginalization or disempowerment both within game-design and the political formation of a wider participatory planning approach.
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Retail industry consists of the establishment of selling consumer goods (i.e. technology, pharmaceuticals, food and beverages, apparels and accessories, home improvement etc.) and services (i.e. specialty and movies) to customers through multiple channels of distribution including both the traditional brickand-mortar and online retailing. Managing corporate reputation of retail companies is crucial as it has many advantages, for instance, it has been proven to impact generated revenues (Wang et al., 2016). But, in order to be able to manage corporate reputation, one has to be able to measure it, or, nowadays even better, listen to relevant social signals that are out there on the public web. One of the most extensive and widely used frameworks for measuring corporate reputation is through conducting elaborated surveys with respective stakeholders (Fombrun et al., 2015). This approach is valuable but deemed to be laborious and resource-heavy and will not allow to generate automatic alerts and quick and live insights that are extremely needed in this era of internet. For these purposes a social listening approach is needed that can be tailored to online data such as consumer reviews as the main data source. Online review datasets are a form of electronic Word-of-Mouth (WOM) that, when a data source is picked that is relevant to retail, commonly contain relevant information about customers’ perceptions regarding products (Pookulangara, 2011) and that are massively available. The algorithm that we have built in our application provides retailers with reputation scores for all variables that are deemed to be relevant to retail in the model of Fombrun et al. (2015). Examples of such variables for products and services are high quality, good value, stands behind, and meets customer needs. We propose a new set of subvariables with which these variables can be operationalized for retail in particular. Scores are being calculated using proportions of positive opinion pairs such as <fast, delivery> or <rude, staff> that have been designed per variable. With these important insights extracted, companies can act accordingly and proceed to improve their corporate reputation. It is important to emphasize that, once the design is complete and implemented, all processing can be performed completely automatic and unsupervised. The application makes use of a state of the art aspect-based sentiment analysis (ABSA) framework because of ABSA’s ability to generate sentiment scores for all relevant variables and aspects. Since most online data is in open form and we deliberately want to avoid labelling any data by human experts, the unsupervised aspectator algorithm has been picked. It employs a lexicon to calculate sentiment scores and uses syntactic dependency paths to discover candidate aspects (Bancken et al., 2014). We have applied our approach to a large number of online review datasets that we sampled from a list of 50 top global retailers according to National Retail Federation (2020), including both offline and online operation, and that we scraped from trustpilot, a public website that is well-known to retailers. The algorithm has carefully been evaluated by manually annotating a randomly sampled subset of the datasets for validation purposes by two independent annotators. The Kappa’s score on this subset was 80%.
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Researching the enormous VINEX city expansion operations of 1995-2005. The research 'VINEXt' was launched in 2010 in response to an Open Call by the (then) Netherlands Architecture Fund. In VINEXt, we investigate the future-proofing of Vinex districts on a national scale. Using a number of future scenarios, four sample neighbourhoods are being studied to see where opportunities for development in the next 30 years lie or where threats may arise. The knowledge gained will be used to describe building blocks for the transformation of VINEX districts in general.Societal Issue: Times change and so do the inhabitants of modern suburbs. But these neighbourhoods can not automatically absorb these changes - how to stay functional and attractive in a uncertain future?Benefit to society: Working with scenarios provides insight in possible future demands and opportunities, and the extent to which the built environment of the Vinex areas can move with the tides of time.